Jarulf’s Guide: Items

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Notice: The information on this page is copied from Jarulf’s Guide 
about Diablo/Hellfire. Some of it have change in The Hell, and is therefor incorrect.
Most the the infomation has changed in The Hell!

Items play a very important role in Diablo and come in many variants. This chapter will deal with the many aspects of items. Armor and weapons can generally be said to consist of a base item, and to it you can add a prefix and/or a suffix or nothing at all and leave it as a non magical item. The item can also be a unique item instead, in which case it can have up to 6 different properties but it is still based on one of the base items. Rings and amulets work in a similar way but must always have at least one prefix or suffix, or be unique. There exist no non magical rings or amulets. Books and oils also work in a similar way, as they consist of the base item book of and oil of, to which you then add either a spell or an oil type (for exceptions to oils see chapter 3.2.1). Scrolls, on the other hand, are each single base items and do not consist of the base item plus a spell as books do. Finally we have potions, elixirs, and runes that are all base items. In many tables in this chapter there is a reference to a qlvl. That level is used by the game when creating items; see chapter 3.8 and 3.9. Information about qlvl and occurrences of prefixes and suffixes initially came from Bostic.

Contents

Armor, weapons and jewelry

In the tables below are listed all the base items you can equip in the game. They can be found in the dungeons or bought from Griswold, Adria and Wirt. Jewelry can only be bought in

single player, never in multi player. Listed are also all those base items upon which the quest items are based. Those special quest base items cannot be found otherwise in the game.

Armor1
TypeArmor ClassDurabilityRequirementsPriceqlvl
Rags 2 - 6 6 5 1
Cape 1 - 5 12 10 1
Cloak 3 - 7 18 40 2
Robe 4 - 7 24 75 3
Quilted Armor 7 - 10 30 200 4
Leather Armor 10 - 13 35 300 6
Hard Leather Armor 11 - 14 40 450 7
Studded Leather Armor 15 - 17 45 20 Str 700 9
Ring Mail 17 - 20 50 25 Str 900 11
Chain Mail 18 - 22 55 30 Str 1 250 13
Scale Mail 23 - 28 60 35 Str 2 300 15
Splint Mail 30 - 35 65 40 Str 3 250 17
Breast Plate 20 - 24 80 40 Str 2 800 16
Plate Mail2 42 - 50 75 60 Str 4 600 19
Field Plate2 40 - 45 80 65 Str 5 800 21
Gothic Plate 50 - 60 100 80 Str 8 000 23
Full Plate Mail 60 - 75 90 90 Str 6 500 25

1 Armor can be divided into three different categories, light, Rags - Studded Leather Armor, medium, Ring Mail - Splint Mail and heavy, Breast Plate - Full Plate Mail. Each of the

three different types of armor will give your character a different look. 2 These items have the same picture.

Axes1
TypeDamageDurabilityRequirementsPriceqlvl
Small Axe 2 - 10 24 150 2
Axe 4 - 12 32 22 Str 450 4
Large Axe 6 - 16 40 30 Str 750 6
Broad Axe 8 - 20 50 50 Str 1 000 8
Battle Axe 10 - 25 60 65 Str 1 500 10
Great Axe 12 - 30 75 80 Str 2 500 12

1 All axes are Two-handed.

Bows1
TypeDamageDurabilityRequirementsPriceqlvl
Short Bow 1 - 4 30 100 1
Long Bow2 1 - 6 35 25 Str, 30 Dex 250 5
Hunter\’s Bow2 2 - 5 40 20 Str, 35 Dex 350 3
Composite Bow 3 - 6 45 25 Str, 40 Dex 600 7
Short Battle Bow 3 - 7 45 30 Str, 50 Dex 750 9
Long Battle Bow3 1 - 10 50 30 Str, 60 Dex 1 000 11
Short War Bow 4 - 8 55 35 Str, 70 Dex 1 500 15
Long War Bow3 1 - 14 60 45 Str, 80 Dex 2 000 19

1 All bows are Two-handed. 2 These items have the same picture. 3 These items have the same picture.

Clubs
TypeDamageDurabilityRequirementsPriceqlvl
Club 1 - 6 20 20 1
Spiked Club 3 - 6 20 18 Str 225 4
Mace 1 - 8 32 16 Str 200 2
Morning Star 1 - 10 40 26 Str 300 3
Flail 2 - 12 36 30 Str 500 7
War Hammer 5 - 9 50 40 Str 600 5
Maul1 6 - 20 50 55 Str 900 10

1 This weapon is Two-handed except for the Gladiator.

Helms
TypeArmor ClassDurabilityRequirementsPriceqlvl
Cap 1 - 3 15 15 1
Skull Cap 2 - 4 20 25 4
Helm 4 - 6 30 25 Str 40 8
Full Helm 6 - 8 35 35 Str 90 12
Crown 8 - 12 40 200 16
Great Helm 10 - 15 60 50 Str 400 20
Shields
TypeArmor ClassDurabilityRequirementsPriceqlvl
Buckler 1 - 5 16 30 1
Small Shield 3 - 8 24 25 Str 90 5
Large Shield 5 - 10 32 40 Str 200 9
Kite Shield 8 - 15 40 50 Str 400 14
Gothic Shield 14 - 18 60 80 Str 2 300 23
Tower Shield 12 - 20 50 60 Str 850 20
Staves1
TypeDamageDurabilityRequirementsPriceqlvl
Short Staff2 2 - 4 25 30 1
Long Staff 4 - 8 35 100 4
Composite Staff 5 - 10 45 500 6
Quarter Staff2 6 - 12 55 20 Str 1 000 9
War Staff 8 - 16 75 30 Str 1 500 12

1 All staves are Two-handed. 2 These items have the same picture.

Swords
TypeDamageDurabilityRequirementsPriceqlvl
Dagger 1 - 4 16 60 1
Sword1,2 1 - 5 8 15 Str, 20 Dex 50 n/a
Short Sword2 2 - 6 24 18 Str 120 1
Sabre 1 - 8 45 17 Str 170 1
Scimitar 3 - 7 28 23 Str, 23 Dex 200 4
Blade 3 - 8 30 25 Str, 30 Dex 280 4
Falchion 4 - 8 20 30 Str 250 2
Long Sword 2 - 10 40 30 Str, 30 Dex 350 6
Claymore 1 - 12 36 35 Str 450 5
Broad Sword 4 - 12 50 40 Str 750 8
Bastard Sword 6 - 15 60 50 Str 1 000 10
Two-Handed Sword3 8 - 16 75 65 Str 1 800 14
Great Sword3 10 - 20 100 75 Str 3 000 17

1 Only available to the Assassin as a starting weapon. 2 These items have the same picture. 3 These swords are Two-handed except for the Gladiator.

Jewelry1
TypeDurabilityRequirementsPriceqlvl
Ringindestructible 1 000 5, 10, 15
Amuletindestructible 1 200 8, 16

1 Jewelry always has a prefix and/or a suffix, unless being unique.

Quest Items1
TypeBased onDamageArmor ClassDurabilityRequirements
Arkaine\’s Valorring mail 0 - 0 40
Bovine Platefull plate mail 0 - 0 40 50 Str
Cleaveraxe 4 - 24 10
Griswold\’s Edgebroad sword 4 - 12 50 40 Str
Harlequin Crestcap 0 - 0 15
The Undead Crowncrown 15 - 15 50
Veil of Steelgreat helm 18 - 18 60

1 This is a list of the base items upon which quest items are based. It does not include rings or amulets as it would make no difference. Note that any of the above properties may

be superseded by one of the unique properties of the quest item.

Other base items

This chapter will give you information about all those items in the game that you can\’t wear. It also has information about magic related items. However, for information about the

actual spells, how they work and their use, see chapter 4. Books and most oils consist of a base item type, book of and oil of listed in the table below. Each book then has a

spell assigned to it and oils have an oil type assigned.

TypePriceqlvl
Book of - 2, 8, 14, 20
Oil of - 10

Runes and oils

Runes and oils were introduced in Hellfire and do not exist in Diablo. Runes are placed in the dungeons and when a monster or player walks over them the spell is released. They can also

be used directly on a target. Oils are used on items to boost their properties. Note that only effects from oils that affect the durability are carried over when you start a new game.

Rune1CostqlvlEffect2Requirement
Rune of Fire 100 1Casts FireballNo requirement
Rune of Lightning 200 3Casts Lightning WallRequires 13 magic
Rune of Stone 300 7Casts Stone CurseRequires 25 magic
Greater Rune of Fire 400 7Casts ImmolationRequires 42 magic
Greater Rune of Lightning 500 7Casts NovaRequires 42 magic

1 Runes can be found in the dungeon or bought from Adria. 2 Actually not the exact spell but one that is similar to the listed one. It is the player\’s level that effects the damage/duration of the runes. Oils might need some more explanation. They are created by the game in two different ways. You won\’t see that as a player and there is actually no difference in how they work depending

on how they were created. The first three oils in the list below actually exist as a single base item. All other oils, including also versions of the first three ones, are created as a

base item oil of to which an oil type is then assigned, just like spell books. They are listed below the thick line.

Oil1CostqlvlEffect2
Blacksmith Oil3 100 1Restores 20% of durability or add 1 to max durability
Oil of Accuracy 500 1Adds 1-2% To Hit (if < 50)
Oil of Sharpness 500 1Adds 1 to max damage (if < 30)
Blacksmith3 100 1Restores 20% of durability or add 1 to max durability (if < 100)
Fortitude3 2 500 5Adds 10-50 to max and current durability (if < 200)
Permanence3,4 15 000 17Makes an item indestructible
Accuracy4 500 1Adds 1-2% To Hit (if < 50)
Mastery4 2 500 10Adds 3-5% To Hit (if < 100)
Hardening4 2 500 1Adds 1-2 AC (if < 60)
Imperviousness4 2 500 10Adds 3-5 AC (if < 120)
Sharpness4 500 1Adds 1 to max damage (if max-min < 30)5
Death4 2 500 10Adds 1 to min damage and 2 to max damage (if max-min < 30)5
Skill4 1 500 4Decreases all requirement to use by 5-10 (may reach 0)6

1 Oils cannot be bought, only found in the dungeons. 2 Only affects the item it is used on. 3 Effect is permanent and carries over when you restart a new game. 4 Only exists in single player. 5 It is the difference between min and max damage that must be less than 30. 6 All requirements are lowered by the same amount.

Potions and elixirs

The tables below hold information about potions and elixirs. As always, the prices are buying prices.

PotionCostqlvlEffect
Potion of Healing1 50 1Restores some of your life
Potion of Full Healing 150 1Restores all of your life
Potion of Mana1 50 1Restores some of your mana
Potion of Full Mana 150 1Restores all of your mana
Potion of Rejuvenation1 120 3Restores some of your life and mana
Potion of Full Rejuvenation 600 7Restores all of your life and mana

1 See below for information on how much mana/life is restored.

Elixir1CostqlvlEffect
Elixir of Strength 5 000 15Increases strength by one
Elixir of Magic 5 000 15Increases magic by one3
Elixir of Dexterity 5 000 15Increases dexterity by one
Elixir of Vitality 5 000 2 20Increases vitality by one4
  1. In multi player elixirs can be bought from Adria once your character reaches level 26. In single player they can be bought from both Adria and Pepin once you have been on dlvl 13 or in the Hive or the Crypt in Hellfire.
  2. Elixirs of Vitality cannot be bought, only found in the dungeons.
  3. In Hellfire it also restores all of your mana.
  4. In Hellfire it also restores all of your life.

Potions of Healing and Mana restore life and mana as stated below. Potions of Rejuvenation are basically treated as one Potion of Mana and one Potion of Healing. For information on how

scrolls of healing and the Healing spell work, see chapter 4.1.2. Potion of Healing: bonus • maxlife/8 to bonus • 3•maxlife/8 Potion of Mana: bonus • maxmana/8 to bonus • 3•maxmana/8

  • Any value in the range is equally probable.
  • The bonus is summarized in the table below.
  • maxlife and maxmana are the modified values. If they are negative, the amount added will also be negative and in fact subtract life or mana.
TypePaladinScoutMageMonkAssassinGladiator
Healing2.01.51.01.511.512.0
Mana1.01.52.01.511.511.0

1 When using a Potion of Rejuvenation the bonus for a Monk and a Assassin is 1.0 due to a bug in Hellfire.

Books, scrolls and staves with spells

Books, scrolls and staves with spells are found in the dungeons but can also be bought from Adria. Healing scrolls and scrolls of Resurrection (only in multi player) can also be bought

from Pepin. Below is listed how much you have to pay for scrolls, books, and data for calculating the cost of staves with spells. For information on how to calculate staff prices, see

chapter 3.6. You can also find information about qlvl; see chapters 3.8 and 3.9 for information about qlvl and how to use it. Note that for books and staves, the qlvl is of the actual

spell on that base item. The base item, staff or book of, has its own qlvl as well. As with other items, you can sell any book, scroll, or staff for one fourth of the price.

Note that in Hellfire, staves without spells are bought and sold at Griswold. In Hellfire, Wirt will also sell staves both with and without spells.

SpellBookScrollStaff
PriceqlvlPriceqlvlMultiplier (P)Chargesqlvl
Apocalypse 30 000 1 19 2 000 22 400 8 - 12 15
Blood Star 27 500 14 - - 360 20 - 60 13
Bone Spirit 11 500 9 - - 160 20 - 60 7
Chain Lightning 11 000 8 750 10 150 20 - 60 7
Charged Bolt 1 000 1 - - 10 40 - 80 1
Elemental 10 500 8 - - 140 20 - 60 6
Fireball 8 000 8 300 8 60 40 - 80 7
Firebolt 1 000 1 - - 10 40 - 80 1
Fire Wall 6 000 3 400 4 80 8 - 16 2
Flame Wave 10 000 9 650 10 130 20 - 40 8
Flash 7 500 5 500 6 100 20 - 40 4
Golem 18 000 11 1 100 10 220 16 - 32 9
Guardian 14 000 9 950 12 190 16 - 32 8
Healing 1 000 1 50 1 10 20 - 40 1
Heal Other 1 000 1 - - 10 20 - 40 1
Holy Bolt 1 000 1 - - 10 40 - 80 1
Identify - - 100 1 - - -
Inferno 2 000 3 100 1 20 20 - 40 1
Infravision - - 600 8 - - -
Lightning 3 000 4 150 4 30 20 - 60 3
Mana Shield 16 000 6 1 200 8 240 4 - 10 5
Nova 21 000 1 14 1 300 14 260 16 - 32 10
Phasing 3 500 7 200 6 40 40 - 80 6
Resurrect - - 250 1 50 4 - 10 5
Stone Curse 12 000 6 800 6 160 8 - 16 5
Telekinesis 2 500 2 - - 40 20 - 40 2
Teleport 20 000 14 3 000 14 250 16 - 32 12
Town Portal 3 000 3 200 4 40 8 - 12 3

1 Available as a book in Hellfire only.

SpellBookScrollStaff
New in HellfirePriceqlvlPriceqlvlMultiplier (P)Chargesqlvl
Berserk 3 000 3 - - 40 8 - 12 3
Immolation 21 000 14 - - 260 16 - 32 10
Jester - - - - 40 15 - 30 4
Lightning Wall 6 000 3 - - 80 8 - 16 2
Magi - - - - 40 15 - 30 20
Mana - - - - 10 12 - 24 5
Reflect 3 000 3 - - 40 8 - 12 3
Ring of Fire 6 000 5 - - 80 8 - 16 5
Search 3 000 1 50 3 40 8 - 12 3
Warp 3 000 3 - - 40 8 - 12 3

Quest items

In the table below is listed all the various special items you will find in various quests (with the exception of the ear and the heart). They will only appear in single player and have

no purposes outside the specific quest. As for the special reward items you get from various quests, they are all found in the chapter 3.5.

Item in DiabloQuestItem in Hellfire1Quest
Anvil of FuryAnvil of FuryBrown SuitThe Jersey\’s Jersey
Black MushroomBlack MushroomCathedral MapGrave Matters
Blood Stone2ValorGrey SuitThe Jersey\’s Jersey
BrainBlack MushroomReconstructed NoteTorn Notes
Ear3n/aRune BombFarmer\’s Orchard
Fungal TomeBlack MushroomTheodoreLittle Girl
Golden ElixirLachdananTorn Note 1Torn Notes
Heart3,4n/aTorn Note 2Torn Notes
Magic RockThe Magic RockTorn Note 3Torn Notes
Spectral ElixirBlack Mushroom
Staff of LazarusArchbishop Lazarus
Tavern SignOgden\’s Sign

1 All quest items in Diablo are also present in Hellfire. 2 There are three of them. 3 Adria will buy ears and hearts. Their buying price is equal to the clvl of the character they belonged to. 4 An ear turns into a heart if you identify it. It will always return into an ear in the next game.

Prefixes and suffixes

All equipable items can have a prefix and/or a suffix. In the tables below, you can see the effects of each prefix and suffix in the game. The tables also provide information about the

qlvl of each prefix and suffix, as well as information for calculating the price of any magical item (steps, base-max, range and multiplier). See chapter 3.6 for formulas to calculate

prices of items. The prefixes and suffixes are grouped according to what type of effect they have. Unless otherwise stated, prefixes and suffixes are cumulative with others of the same

type and also with effects on unique items that are of the same type. For information on how items are assigned prefixes and suffixes, see chapter 3.8 and 3.9. Not all prefixes and suffixes can occur on all types of items. The tables also list on which type of items you will find each prefix and suffix. The following abbreviations are used:

A Armor and Helmst Staves, but only in Hellfire
S ShieldsB Bows
W Weapons (Axes, Clubs and Swords)J Jewelry
T Staves
+ Strength
SuffixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
frailty -10 - -6 ASW–BJ 3 -3
weakness -5 - -1 ASWtBJ 1 -2
strength 1 - 5 ASWtBJ 1 4 200 - 1 000 800 2
might 6 - 10 ASW–BJ 5 4 1 200 - 2 000 800 3
power 11 - 15 ASW–BJ 11 4 2 200 - 3 000 800 4
giants 16 - 20 A–W–BJ 17 4 3 200 - 5 000 1 800 7
titans 21 - 30 ––W––J 23 9 5 200 - 10 000 4 800 10
+ Magic
SuffixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
the fool -10 - -6 ASWTBJ 3 -3
dyslexia -5 - -1 ASWTBJ 1 -2
magic 1 - 5 ASWTBJ 1 4 200 - 1 000 800 2
the mind 6 - 10 ASWTBJ 5 4 1 200 - 2 000 800 3
brilliance 11 - 15 ASWTBJ 11 4 2 200 - 3 000 800 4
sorcery 16 - 20 A–WTBJ 17 4 3 200 - 5 000 1 800 7
wizardry 21 - 30 –––T–J 23 9 5 200 - 10 000 4 800 10
+ Dexterity
SuffixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
paralysis -10 - -6 ASW–BJ 3 -3
atrophy -5 - -1 ASWtBJ 1 -2
dexterity 1 - 5 ASWtBJ 1 4 200 - 1 000 800 2
skill 6 - 10 ASW–BJ 5 4 1 200 - 2 000 800 3
accuracy 11 - 15 ASW–BJ 11 4 2 200 - 3 000 800 4
precision 16 - 20 A–W–BJ 17 4 3 200 - 5 000 1 800 7
perfection 21 - 30 ––––BJ 23 9 5 200 - 10 000 4 800 10
+Vitality
SuffixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
illness -10 - -6 ASW–BJ 3 -3
disease -5 - -1 ASWtBJ 1 -2
vitality 1 - 5 ASWtBJ 1 4 200 - 1 000 800 2
zest 6 - 10 ASW–BJ 5 4 1 200 - 2 000 800 3
vim 11 - 15 ASW–BJ 11 4 2 200 - 3 000 800 4
vigor 16 - 20 A–W–BJ 17 4 3 200 - 5 000 1 800 7
life 21 - 30 ––-––J 23 9 5 200 - 10 000 4 800 10
+ All Attributes
SuffixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
trouble -10 - -6 ASWtBJ 12 -10
the pit -5 - -1 ASWtBJ 5 -5
the sky 1 - 3 ASWtBJ 5 2 800 - 4 000 3 200 5
the moon 4 - 7 ASWtBJ 11 3 4 800 - 8 000 3 200 10
the stars 8 - 11 A-W-BJ 17 3 8 800 - 12 000 3 200 15
the heavens 12 - 15 -–W–BJ 25 3 12 800 - 20 000 7 200 20
the zodiac 16 - 20 ––-––J 30 4 20 800 - 40 000 19 200 30
+ Life
SuffixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
the vulture -25 - -11 AS---J 4 -4
the jackal -10 - -1 AS---J 1 -2
the fox 10 - 15 AS---J 1 5 100 - 1 000 900 2
the jaguar 16 - 20 AS---J 5 4 1 100 - 2 000 900 3
the eagle 21 - 30 AS---J 9 9 2 100 - 4 000 1 900 5
the wolf 30 - 40 AS---J 15 10 4 100 - 6 000 1 900 7
the tiger 41 - 50 AS---J 21 9 6 100 - 10 000 3 900 9
the lion 51 - 60 A----J 27 9 10 100 - 15 000 4 900 11
the mammoth 61 - 80 A----- 35 19 15 100 - 19 000 3 900 12
the whale 81 - 100 A----- 60 19 19 100 - 30 000 10 900 13
+ Mana
PrefixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
corruption1 -all ASW--- 5 -1 000 2
hyena\’s -25 - -11 ---T-J 4 14 100 - 1 000 900 -2
frog\’s -10 - -1 ---T-J 1 -2
spider\’s 10 - 15 ---T-J 1 5 500 - 1 000 500 2
raven\’s 15 - 20 ---T-J 5 5 1 100 - 2 000 900 3
snake\’s 21 - 30 ---T-J 9 9 2 100 - 4 000 1 900 5
serpent\’s 30 - 40 ---T-J 15 10 4 100 - 6 000 1 900 7
drake\’s 41 - 50 ---T-J 21 9 6 100 - 10 000 3 900 9
dragon\’s 51 - 60 ---T-J 27 9 10 100 - 15 000 4 900 11
wyrm\’s2 61 - 80 ---t-- 35 19 15 100 - 19 000 3 900 12
hydra\’s2 81 - 100 ---t-- 60 19 19 100 - 30 000 10 900 13

1 A suffix. 2 Only available in Hellfire.

+% Armor Class1
PrefixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
vulnerable -100 - -51 AS–––– 3 -3
rusted -50 - -25 AS–––– 1 -2
fine 20 - 30 AS–––– 1 10 20 - 100 80 2
strong 31 - 40 AS–––– 3 9 120 - 200 80 3
grand 41 - 55 AS–––– 6 14 220 - 300 80 5
valiant 56 - 70 AS–––– 10 14 320 - 400 80 7
glorious 71 - 90 AS–––– 14 19 420 - 600 180 9
blessed 91 - 110 AS–––– 19 19 620 - 800 180 11
saintly 111 - 130 AS–––– 24 19 820 - 1 200 380 13
awesome 131 - 150 AS–––– 28 19 1 220 - 2 000 780 15
holy 151 - 170 AS–––– 35 19 5 200 - 6 000 800 17
godly 171 - 200 AS–––– 60 29 6 200 - 7 000 800 20

1 There is a minimum increase of 1 in AC. That is, even if the percentage will give an increase to AC less than one, it will be increased by at least one. Due to a bug, any

decrease in AC less than 1 will be transformed into a positive increase by 1.

+% To Hit
PrefixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
tin -10 - -6 ––W–BJ 3 -3
brass -5 - -1 ––W–BJ 1 -2
bronze 1 - 5 ––W–BJ 1 4 100 - 500 400 2
iron 6 - 10 ––W–BJ 4 4 600 - 1 000 400 3
steel 11 - 15 ––W–BJ 6 4 1 100 - 1 500 400 5
silver 16 - 20 ––W–BJ 9 4 1 600 - 2 000 400 7
gold 21 - 30 ––W–BJ 12 9 2 100 - 3 000 900 9
platinum 31 - 40 ––W–B– 16 9 3 100 - 4 000 900 11
mithril 41 - 60 ––W–B– 20 19 4 100 - 6 000 1 900 13
meteoric 61 - 80 ––W–B– 23 19 6 100 - 10 000 3 900 15
weird 81 - 100 ––W–B– 35 19 10 100 - 14 000 3 900 17
strange 101 - 150 ––W–B– 60 49 14 100 - 20 000 5 900 20
+% To Hit, +% Damage Done
PrefixTo HitDamageOccurrenceqlvlSteps1Base-MaxRangeMultiplier
clumsy -10 - -6 -75 - -50 ––WTB– 5 -7
dull -5 - -1 -45 - -25 ––WTB– 1 -5
sharp2 1 - 5 20 - 35 ––WTB– 1 15 350 - 950 600 5
fine 6 - 10 36 - 50 ––WTB– 6 14 1 100 - 1 700 600 7
Paladin\’s 11 - 15 51 - 65 ––WTB– 10 14 1 850 - 2 450 600 13
soldier\’s 16 - 20 66 - 80 ––WT–– 15 14 2 600 - 3 950 1 350 17
lord\’s 21 - 30 81 - 95 ––WT–– 19 14 4 100 - 5 950 1 850 21
knight\’s 31 - 40 96 - 110 ––WT–– 23 14 6 100 - 8 450 2 350 26
master\’s 41 - 50 111 - 125 ––WT–– 28 14 8 600 - 13 000 4 400 30
champion\’s 51 - 75 126 - 150 ––WT–– 40 24 15 200 - 24 000 8 800 33
king\’s 76 - 100 151 - 175 ––WT–– 28 24 24 100 - 35 000 10 900 38
doppelganger\’s3 21 - 30 81 - 95 ––Wt–– 11 14 2 000 - 2 400 400 10

1 It is the damage value that is used for price calculations. 2 Is treated by the game as a cursed item during item creation so you will, for example, not be able to buy it in town. 3 Only available in Hellfire. Has 10% chance of duplicating any monster hit except Diablo and unique monsters.

+% Damage Done
PrefixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
useless -100 ––WtB– 5 -8
bent -75 - -50 ––WtB– 3 -4
weak -45 - -25 ––WtB– 1 -3
jagged 20 - 35 ––WtB– 4 15 250 - 450 200 3
deadly 36 - 50 ––WtB– 6 14 500 - 700 200 4
heavy 51 - 65 ––WtB– 9 14 750 - 950 200 5
vicious 66 - 80 ––WtB– 12 14 1 000 - 1 450 450 8
brutal 81 - 95 ––WtB– 16 14 1 500 - 1 950 450 10
massive 96 - 110 ––WtB– 20 14 2 000 - 2 450 450 13
savage 111 - 125 ––W–B– 23 14 2 500 - 3 000 500 15
ruthless 126 - 150 ––W–B– 35 24 10 100 - 15 000 4 900 17
merciless 151 - 175 ––W–B– 60 24 15 000 - 20 000 5 000 20
decay1,2 150 - 250 ––WtB– 1 200 - 200 0 2
crystalline1,3 200 - 280 ––W––– 5 79 1 000 - 3 000 2 000 3

1 Only available in Hellfire. 2 Bonus decreases by 5% each hit. When reaching -100%, the item is destroyed. 3 Also has from -30 to -70% lower durability.

+ Damage Done
SuffixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
quality 1 - 2 ––WtB– 2 1 100 - 200 100 2
maiming 3 - 5 ––WtB– 7 2 1 300 - 1 500 200 3
slaying 6 - 8 ––W––– 15 2 2 600 - 3 000 400 5
gore 9 - 12 ––W––– 25 3 4 100 - 5 000 900 8
carnage 13 - 16 ––W––– 35 3 5 100 - 10 000 4 900 10
slaughter 17 - 20 ––W––– 60 3 10 100 - 15 000 4 900 13
- Damage Taken1
SuffixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
pain +4 - +2 AS–––J 4 -4
tears +1 AS–––J 2 -2
health 1 AS–––J 2 200 2
protection 2 AS–––– 6 400 4
absorption 3 AS–––– 12 1 001 10
deflection 4 A––––– 20 2 500 15
osmosis 5 - 6 A––––– 50 1 7 500 - 10 000 2 500 20

1 Works for all type of damage, even from spells, but does not work against other players. The damage is reduced before any resistance is applied but after the thieves effect. The

damage will never be reduced below 1.

+ Fire Damage1
SuffixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
flame 1 - 3 ––––B– 1 2 000 2
fire 1 - 6 ––––B– 11 4 000 4
burning 1 - 16 ––––B– 35 6 000 6
flaming2 1 - 10 ––WT–– 7 5 000 2

1 There are quite a few bugs associated with fire and lightning arrows which make them often deal erroneous damage (way too high or no additional damage at all). 2 A prefix.

+ Lightning Damage1
SuffixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
shock 1 - 6 ––––B– 13 6 000 2
lightning 1 - 10 ––––B– 21 8 000 4
thunder 1 - 20 ––––B– 60 12 000 6
lightning2 2 - 20 ––WT–– 18 10 000 2

1 There are quite a few bugs associated with fire and lightning arrows which make them often deal erroneous damage (way too high or no additional damage at all). 2 A prefix.

% Steal Life1
SuffixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
the leech 3 ––W––– 8 7 500 3
blood 5 ––W––– 19 15 000 3

1 The amount is based on damage done even if the monster has less HP left. The amount is not cumulative if you have more than one item with the capability of stealing life (an

item of blood will take precedence over an item of the leech). An exception is The Undead Crown which is cumulative with both an item of blood or an item of the leech for a total of 3%

to 15.5% or 5% to 17.5% life stealing. The Helm of Sprits, Shadowhawk, and The Eater of Souls are all treated as items of blood. Does not work against players. See chapter 6.1.4 for

more information.

% Steal Mana1
SuffixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
the bat 3 ––W––– 8 7 500 3
vampires 5 ––W––– 19 15 000 3

1 The amount is based on damage done even if the monster has less HP left. The amount is not cumulative if you have more than one item with the capability of stealing mana (an

item of vampires will take precedence over an item of the bat. The Eater of Souls is treated as an item of vampire. Does not work against players. See chapter 6.1.4 for more

information.

+% Resist Magic1
PrefixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
white 10 - 20 ASWTBJ 4 10 500 - 1 500 1 000 2
pearl 21 - 30 ASWTBJ 10 9 2 100 - 3 000 900 2
ivory 31 - 40 ASWTBJ 16 9 3 100 - 4 000 900 2
crystal 41 - 50 ASWTBJ 20 9 8 200 - 12 000 3 800 3
diamond 51 - 60 ASWTBJ 26 9 17 100 - 20 000 2 900 5

1 Is applied after any effects from thieves and -damage. It can reduce damage below 1.

+% Resist Fire1
PrefixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
red 10 - 20 ASWTBJ 4 10 500 - 1 500 1 000 2
crimson 21 - 30 ASWTBJ 10 9 2 100 - 3 000 900 2
crimson 31 - 40 ASWTBJ 16 9 3 100 - 4 000 900 2
garnet 41 - 50 ASWTBJ 20 9 8 200 - 12 000 3 800 3
ruby 51 - 60 ASWTBJ 26 9 17 100 - 20 000 2 900 5

1 Is applied after any effects from thieves and -damage. It can reduce damage below 1.

+% Resist Lightning1
PrefixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
blue 10 - 20 ASWTBJ 4 10 500 - 1 500 1 000 2
azure 21 - 30 ASWTBJ 10 9 2 100 - 3 000 900 2
lapis 31 - 40 ASWTBJ 16 9 3 100 - 4 000 900 2
cobalt 41 - 50 ASWTBJ 20 9 8 200 - 12 000 3 800 3
sapphire 51 - 60 ASWTBJ 26 9 17 100 - 20 000 2 900 5

1 Is applied after any effects from thieves and -damage. It can reduce damage below 1.

+% Resist All1
PrefixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
topaz 10 - 15 ASWTBJ 8 5 2 000 - 5 000 3 000 3
amber 16 - 20 ASWTBJ 12 4 7 400 - 10 000 2 600 3
jade 21 - 30 ASWTBJ 18 9 11 000 - 15 000 4 000 3
obsidian 31 - 40 ASWTBJ 24 9 24 000 - 40 000 16 000 4
emerald 41 - 50 –SWTB– 31 9 61 000 - 75 000 14 000 7

1 Is applied after any effects from thieves and -damage. It can reduce damage below 1.

+ Spell Levels
PrefixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
angel\’s 1 –––T–– 15 25 000 2
arch-angel\’s 2 –––T–– 25 50 000 3
 Charges
PrefixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
plentiful 2 –––T–– 4 2 000 2
bountiful 3 –––T–– 9 3 000 3
Damage / Penetrate Armor1
SuffixValue2Value3OccurrenceqlvlStepsBase-MaxRangeMultiplier
piercing 2 - 6 254 % ––W–B– 1 1 000 3
puncturing 4 - 12 504 % ––W–B– 9 2 000 6
bashing 8 - 24 754 % ––W––– 17 4 000 12

1 In Diablo these suffixes lower the AC of the target by a specific random amount in the range shown in the table. In Hellfire they reduce the AC of the target by a certain

percentage shown in the table. It does not work against players. The exact value (in Diablo) is determined at the time of creation of the item and the extra To Hit is never shown on the

character screen. 2 In Diablo. 3 In Hellfire. 4 Add 12.5 when used by a Gladiator.

+% Light Radius1
SuffixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
the dark -40 A–W—J 6 -3
the night -20 A–W—J 3 -2
light 20 A–W—J 4 750 2
radiance 40 A–W—J 8 1 500 3

1 Also affects the distance at which you activate monsters. A higher value means at a greater distance. There is no additional effect of wearing more than +50% or less than -80%

light radius. As a curiosity, the light radius is always one square less in the catacombs and it is always the highest light radius you have had on a level that counts, even if you

later lower it.

Weapon Speed1
SuffixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
readiness2,3quick ––WTB– 1 2 000 2
swiftness3fast ––WTB– 10 4 000 4
speedfaster ––WT–– 19 8 000 8
haste4fastest ––WT–– 27 16 000 16

1 A Assassin only benefits from the fastest weapon. 2 Has no effect in Diablo. 3 In Hellfire, it makes the arrows travel faster on bows instead of increasing the "swing" speed. 4 Has the same effect as speed despite what is said in the latest Diablo patch (1.07).

Hit Recovery1
SuffixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
balance1fast A––––J 1 2 000 2
stability1faster A––––J 10 4 000 4
harmony1fastest A––––J 20 8 000 8

1 A character only benefits from the fastest one, as they are not cumulative. The exception is if you have one of each in which case you will, in Diablo only, receive a further

reduction in hit recovery time. See chapter 2.2.1 for more information.

+% Durability
SuffixValueOccurrenceqlvlStepsBase-MaxRangeMultiplier
fragility =1 ASW––– 3 -4
brittleness -75 - -26 ASW––– 1 -2
sturdiness 26 - 75 ASWt–– 1 100 2
craftsmanship 51 - 100 ASWt–– 6 200 2
structure 101 - 200 ASWt–– 12 300 2
many 100 ––––B– 3 750 2
plenty 200 ––––B– 7 1 500 3
the agesindestruct. ASWt–– 25 600 5
Other
SuffixEffectOccurrenceqlvlBase-MaxMultiplier
the bear2knocks target back ––WTB– 5 750 2
blocking2fast block -S---- 5 4 000 4
thieves1,2,3absorbs half trap damage AS–––J 11 1 500 2
thorns1,2attacker takes 1-3 damage AS–––– 1 500 2
devastation1,2,4,5,65% chance of doing 3 damage ––WtB– 1 1 200 3
jester\’s1,2,4,5,7each swing does 0-6 damage9 ––W––– 7 1 200 3
peril1,2,4,6,82 damage to monster, 1 to user ––WtB– 5 500 1

1 Does not work versus players. 2 These effects are not cumulative if you have them more than once. They are cumulative with other effects though. 3 In Hellfire it also absorbs half arrow and magical damage (magic, fire, lightning and apocalypse) from monster attacks. It is applied before both -damage and resistance. 4 Only available in Hellfire. 5 Damage bonus applies to total damage, not just weapon damage. 6 Does not work on bows. 7 A prefix. 8 Affects total damage versus monsters but only weapon damage and character damage versus user. This damage is modified by any -damage from enemies, though. 9 The game erroneously states it does 0-5. Average value is 2. For more details, see chapter 6.2.1. Does not work against Diablo or unique monsters.

Unique items

Unique items differ from normal magical items in that they have a special name and can have up to six different magical properties. You can still find more than one of each, even in the

same game (in single player the game keeps track of what unique items exist in the current game, and will not create the same a second time). Having a different picture than that of the

normal base item it is based upon is considered as one of the six special properties. All non quest unique items are based on a normal base item, and unless otherwise changed by the

unique properties, retain all the stats of that normal base item. Unique quest items are based on special quest base items. Those special quest base items can be found in chapter 3.3.

Such items are also noted by having n/a in the qlvl column. If you are playing the Playstation version you should know that when you restart a new game, any unique item is transformed into gold, which is quite annoying.

Properties of unique items

In the tables below are listed all unique items in the game that you can equip, both the ones randomly generated and the ones given as part of quests. For special quest items that are

unequipable, see chapter 3.3. The prices shown are the buying prices. You can never buy unique items however. The stated qlvl is used in item generation, see chapter 3.8. Please note

that all items belo'w a thick line are only available in Hellfire. The Pic column indicates whether the item has a unique picture or not.

Armor
NameBase itemPriceqlvlPicMagical Effects
Arkaine\’s Valor1Arkaine\’s Valor 42 000 n/aYesAC 25, +10 vitality, -3 damage from enemies, fastest hit recovery
Demonspike Coatfull plate mail 251 175 25AC 100, +10 strength, +50% resist fire, -6 damage from enemies, indestructible
The Gladiator\’s Banestudded leather armor 3 450 6AC 25, -3 all attributes, -2 damage from enemies, high durability (135)
Leather of Autleather armor 10 550 4AC 15, +5 strength, -5 magic, +5 dexterity, indestructible
Naj\’s Light Plateplate mail 78 700 19Yes+5 magic, +20 mana, +20% resist all, +1 spell level, no strength requirements
Nightscapecape 11 600 16Yes2AC 15, +3 dexterity, +20% resist all, faster hit recovery, -40% light radius
The Rainbow Cloakcloak 4 900 2Yes2AC 10, +1 all attributes, +5 life, +10% resist all, high durability (27)
Scavenger Carapacebreast plate 14 000 13AC -6 - -10, +5 dexterity, +40% resist lightning, -15 damage from enemies
Sparking Mailchain mail 15 750 9AC 30, 1-10 lightning damage
Torn Flesh of Soulsrags 4 825 2YesAC 8, +10 vitality, -1 damage from enemies, indestructible
Wisdom\’s Wraprobe 6 200 5Yes2AC 15, +5 magic, +10 mana, +25% resist lightning, -1 damage from enemies
Armor of Gloomfull plate mail 200 000 25YesAC 225, all resistances=0%, -20% light radius, no strength requirements
Bone Chain Armorchain mail 36 000 13YesAC 40, AC 60 vs. Undead
Bovine Plate3Bovine Plate 400 n/aYesAC 150, -50 mana, +30% resist all, -2 spell levels, +50% light radius, indestructible
Demon Plate Armorfull plate mail 80 000 25YesAC 80, AC 120 vs. Demons

1 A quest item only available in single player. 2 These items have the same picture. 3 A quest item.

Axes
NameBase itemPriceqlvlPicMagical Effects
Aguinara\’s Hatchetsmall axe 24 800 12+10 magic, +75% resist magic, +1 spell level,
Bloodslayerbroad axe 2 500 3Yes1-5 all attributes, +100% damage, +200% damage versus demons2, -1 spell level
The Butcher\’s Cleaver3cleaver 3 650 n/aYes+10 strength, unusual damage (4-24), altered durability (10)
The Celestial Axebattle axe 14 100 4-15 strength, +15 life, +15% to hit, no strength requirements
Hellslayerbattle axe 26 200 15+8 strength, +8 vitality, +25 life, -25 mana, +100% damage
The Manglerlarge axe 2 850 2Yes1-5 magic, -5 dexterity, -10 mana, +200% damage
Messerschmidt\’s Reavergreat axe 58 000 25Yes+5 all attributes, -50 life, +15 damage, +200% damage, 2-12 fire damage
Sharp Beaklarge axe 2 850 2Yes4-10 magic, +20 life, -10 mana
Stonecleaverbroad axe 23 900 7Yes+30 life, +20% to hit, +50% damage, +40% resist lightning
Wicked Axelarge axe 31 150 5Yes4+10 dexterity, -10 vitality, +30% to hit, -1- -6 damage from enemies, indestructible

1 These items have the same picture and it is one of a normal axe. 2 Applies to the total damage 3 A quest item only available in single player. 4 These items have the same picture and it is one of a normal great axe.

Bows
NameBase itemPriceqlvlPicMagical Effects
The Blackoak Bowlong bow 2 500 5+10 dexterity, -10 vitality, +50% damage, -10% light radius
Bow of the Deadcomposite bow 2 500 5Yes1-3 vitality, +4 dexterity, +10% to hit, -20% light radius, altered durability (30)
The Celestial Bowlong bow 1 200 2YesAC 5, +2 damage, no strength requirement
Deadly Huntercomposite bow 8 750 3Yes1-5 magic, +20% to hit, +200% damage versus demons
Eaglehornlong battle bow 42 500 26Yes1+20 dexterity, +50% to hit, +100% damage, indestructible
Flamedarthunter\’s bow 14 250 10+20% to hit, +40% resist fire, 1-6 fire arrows2
Fleshstingerlong bow 16 500 13+15 dexterity, +40% to hit, +80% damage, high durability (37)
The Needlershort/cross bow 8 900 2Yes+50% to hit, unusual item damage (1-3), fast attack
The Rift Bowshort bow 1 800 1-3 dexterity, +2 damage, random speed arrows
Windforcelong war bow 37 750 17Yes+5 strength, +200% damage, knocks target back
Blitzencomposite bow 30 000 13YesLightning damage10-153, unusual item damage (0), indestructible
Flambeaucomposite bow 30 000 11YesFireball damage 15-204, unusual item damage (0), indestructible
Gnat Stinghunter\’s bow 30 000 15Yesmultiple arrows, unusual item damage (1-2), quick attack, indestructible

1 These items have the same picture. 2 The fire arrow damage is listed twice but the real fire damage is only applied once and is in the range 1-6. 3 Will cast a lightning spell when fired. 4 Will cast a fireball when fired.

Clubs
NameBase itemPriceqlvlPicMagical Effects
Baranar\’s Starmorning star 6 850 5-4 dexterity, +4 vitality, +12% to hit, +80% damage, quick attack, altered durability (60)
The Celestial Starflail 7 810 2Yes1AC -8, +10 damage, +20% light radius, no strength requirement
Civerb\’s Cudgelmace 2 000 1-2 magic, -5 dexterity, +200% damage versus demons2
Crackrustmace 11 375 1+2 all attributes, +15% resist all, +50% damage, -1 spell level, indestructible
The Cranium Bashermaul 36 500 12Yes1+15 strength, -150 mana, +20 damage, +5% resist all, indestructible
Dreamflangemace 26 450 26+30 magic, +50 mana, +50% resist magic, +1 spell levels, +20% light radius
Gnarled Rootclub/spiked club 9 820 9AC -10, +5 magic, +10 dexterity, +20% to hit, +10% resist all, +300% damage
Hammer of Jholmmaul 8 700 1+3 strength, +4-10% damage, +15% to hit, indestructible
Lightforge3mace 26 675 1+8 all attributes, +25% to hit, +150% damage, +10-20 fire damage, +40% light radius, indestructible
Schaefer\’s Hammerwar hammer 56 125 16+50 life, +75% resist lightning, +30% to hit, -100% damage, 1-50 lightning damage, +10% light radius
Thunderclapwar hammer 30 000 13Yes+20 strength, +30% resist lightning, charged bolt (3-6 damage), +20% light radius, indestructible

1 These items actually have the unique picture of the same item they are based on, so for all practical reasons they don\’t really have a unique picture. 2 Applies to total damage. 3 Does not exist in Hellfire and is not possible to find in multi player in Diablo, only single player. Still very rare in single player, see chapter 3.5.2 for more information.

It also seems that although findable in single player, it will morph as soon as a new game is started or loaded.

Helms
NameBase itemPriceqlvlPicMagical Effects
Fool\’s Cresthelm 10 150 12Yes-4 all attributes, +100 life, +1- +6 damage from enemies, 1-3 damage to attacker
Gotterdamerunggreat helm 54 900 21Yes1AC 60, +20 all attributes, all resistances=0%2, -4 damage from enemies, -40% light radius
Harlequin Crest3Harlequin Crest 4 000 n/aYesAC -3, +2 all attributes, +7 mana, +7 life, -1 damage from enemies
Helm of Spritshelm 7 525 1Yes45% steal life
Overlord\’s Helmhelm 12 500 7Yes+20 strength, -20 magic, +15 dexterity, +5 vitality, altered durability (15)
Royal Circletcrown 24 875 27YesAC 40, +10 all attributes, +40 mana, +10% light radius
Thinking Capskull cap 2 020 6Yes+30 mana, +20% resist all, +2 spell levels, altered durability (1)
The Undead Crown3Undead Crown 16 650 n/aYes4AC 8, 0-12.5% steal life
Veil of Steel3Veil of Steel 63 800 n/aYes1+15 strength, +15 vitality, -30 mana, +60% armor, +50% resist all, -20% light radius

1 These items have the same picture. 2 If you wear both a Gotterdamerung and a Constricting Ring, your resistance would still be 0%. 3 A quest item only available in single player. 4 These items have the same picture. The Helm of Sprits looks like a crown when on the ground.

Jewelry
NameBase itemPriceqlvlPicMagical Effects
The Bleederring 8 500 2Yes+30 mana, -10 life, +20% resist magic
Bramblering 1 000 1Yes-2 all attributes, +10 mana, +3 damage
Constricting Ringring 62 000 5Yes+75% resist all1, causes continuous damage when worn (1.25 life/sec2)
Empyrean Band3ring 8 000 n/aYes+2 all attributes, fast hit recovery, absorbs half of trap damage, +20% light radius
Optic Amulet3amulet 9 750 n/aYes+5 magic, +20% resist lightning, -1 damage from enemies, +20% light radius
Ring of Engagementring 12 476 11YesAC 5, -1 or -2 damage from enemies, 1-3 damage to attacker, damages target\’s armor4
Ring of Regharing 4 175 1Yes-3 strength, +10 magic, -3 dexterity, +10% resist magic, +10% light radius
Ring of Truth3ring 9 100 n/aYes+10 life, +10% resist all, -1 damage from enemies
Amulet of Wardingamulet 30 000 12Yes-100 life, +40% resist all
Acolytes Amuletamulet 10 000 10Yes50% of base mana moved to life
Auric Amulet5amulet 100 n/aYesAllows you to carry piles of 10 000 gold
Giant\’s Knucklering 8 000 8Yes+60 strength, -30 dexterity
Gladiators Ringring 10 000 10Yes40% of base life moved to mana
Karik\’s Ringring 8 000 8Yes-30 magic, +60 vitality
Mercurial Ringring 8 000 8Yes-30 strength, +60 dexterity
Ring of Magmaring 8 000 8Yes-30% resist magic, +60% resist fire, -30% resist lightning
Ring of the Mysticsring 8 000 8Yes+60% resist magic, -30% resist fire, -30% resist lightning
Ring of Thunderring 8 000 8Yes-30% resist magic, -30% resist fire, +60% resist lightning
Xorine\’s Ringring 8 000 8Yes-30 strength, +60 magic

1 The effect is +75%, not max resistance. If you wear both a Gotterdamerung and a Constricting Ring, your resistance would still be 0%. Similarly, if you use some item that

decreases any resistance, the final value may not be 75%. 2 If you are using Mana Shield, the damage will as any other damage be taken from your mana instead. Due to rounding errors with such small damage values, the actual value may not

be correctly reduced by the Mana Shield. For more information about the Mana Shield, see chapter 6.1.1. 3 A quest item only available in single player. 4 Has the effect equivalent to "of Puncturing", that is, adds 4-12 to To Hit in Diablo. In Hellfire it reduces the AC by 87.5% (+12.5% if Gladiator making any AC of a monster

equal 0) and is thus better than any of the suffixes with the same property. 5 A quest item. Not really a unique item.

Shields
NameBase itemPriceqlvlPicMagical Effects
Blackoak Shieldsmall shield 5 725 4Yes1AC 18, +10 dexterity, -10 vitality, -10% light radius, high durability (60)
The Deflectorbuckler 1 500 1Yes2AC 7, +10% resist all, -20% damage, -5% to hit
Dragon\’s Breachkite shield 19 200 2YesAC 20, +5 strength, -5 magic, +25% resist fire, indestructible
Holy Defenderlarge shield 13 800 10Yes1AC 15, -2 damage from enemies, +20% resist fire, fast block, high durability (96)
Split Skull Shieldbuckler 2 025 1YesAC 10, +10 life, +2 strength, -10% light radius, altered durability (15)
Stormshieldgothic shield / tower shield1 49 000 24Yes3AC 40, +4 damage from enemies, +10 strength, fast block, indestructible

1 These items have the same picture. 2 This item has a picture of a normal buckler. 3 Both versions have a picture of a normal gothic shield.

Staves
NameBase itemPriceqlvlPicMagical Effects
Gleamsongshort staff 6 520 8+25 mana, -3 strength, -3 vitality, 76 Phasing charges
Immolatorlong staff 3 900 4+10 mana, -5 vitality, +20% resist fire, 4 fire damage
Mindcryquarter staff 41 500 20+15 magic, +15% resist all, +1 spell level , 69 Guardian charges
Naj\’s Puzzlerlong staff 34 000 18+20 magic, +10 dexterity, +20% resist all, -25 life, 57 Teleport charges
The Protectorshort staff 17 240 16Yes1AC 40, +5 vitality, -5 damage from enemies, 1-3 damage to attacker, 86 Healing charges
Rod of Onanwar staff 44 167 22+5 all attributes, +100% damage, 50 Golem charges
Staff of Shadowslong staff 1 250 2-10 magic +10% to hit, +60% damage, -20% light radius, quick attack
Storm Spirewar staff 22 500 8+10 strength, -10 to magic, +50% resist lightning, 2-8 lightning damage
Thundercallcomposite staff 22 250 14+35% to hit, 1-10 lightning damage, +30% resist lightning, +20% light radius, 76 Lightning charges

1 Looks like a club when on the ground.

Swords
NameBase itemPriceqlvlPicMagical Effects
Black Razordagger 2 000 1Yes+2 vitality, +150% damage, altered durability (5)
The Bonesawclaymore 4 400 6+10 strength, -5 dexterity, -5 magic, +10 life, -10 mana, +10 damage
The Defendersabre 2 000 1AC 5, +5 vitality, -5% to hit
Doombringerbastard sword 18 250 19-5 all attributes, -25 life, +25% to hit, +250% damage, -20% light radius
The Executioner\’s Bladefalchion 7 080 3Yes-10 life, +150% damage, -10% light radius, high durability (60)
The Falcon\’s Talonscimitar 7 867 15Yes1+10 dexterity, +20% to hit, -33% damage, fastest attack
Gibbous Moonbroad sword 6 660 2+2 all attributes, +15 mana, +25% damage, -30% light radius
Gonnagal\’s Dirkdagger 7 040 1Yes-5 dexterity, +4 damage, +25% resist fire, fast attack
The Grandfathergreat sword 119 800 27Yes+5 all attributes, +20 life, +20% to hit, +70% damage, only requires one hand
Griswold\’s Edge2Griswold\’s Edge 42 000 n/aYes3-20 life, +20 mana, +25% to hit, 1-10 fire damage, fast attack, knocks target back
The Grizzlytwo-handed sword 50 000 23Yes+20 strength, -5 vitality, +200% damage, knocks target back, high durability (150)
Gryphons Clawfalchion 1 000 1Yes1-2 magic, -5 dexterity, +100% damage
Ice Shanklong sword 5 250 3+5-10 strength, +40% resist fire, altered durability (15)
Infernolong sword 34 600 17+20 mana, +75% resist fire, 2-12 fire damage, +30% light radius
Lightsabresabre 19 150 13+20% to hit, +50% resist lightning, 1-10 lightning damage, +20% light radius
Shadowhawkbroad sword 13 750 8+15% to hit, +5% resist all, 5% steal life, -20% light radius
Wizardspikedagger 12 920 11Yes+15 magic, +35 mana, +25% to hit, +15% resist all
Diamondedgelong sword 42 000 17YesAC 10, +50% resist lightning, +50% to hit, +100% damage, altered durability (10)
Eater of Soulstwo-handed sword 42 000 23Yes+50 life, 5% steal life, 5% steal mana, causes continuous damage when worn, indestructible
Shirotachigreat sword 36 000 21+6 lightning damage, penetrates target\’s armor (half AC), fastest attack, one-handed

1 These items have the same picture. 2 A quest item only available in single player. 3 This item actually has the unique picture of the same item it is based on, so for all practical reasons it doesn\’t really have a unique picture.

Unfindable unique items in multi player

Due to the way the game generates unique items (see chapter 3.8), some unique items will never be found in multi player. The same items are findable in single player but only if you

find another unique item of the same base item and qlvl first in the same game session. This phenomenon occurs when there are multiple items of the same base item and qlvl. The table

below lists those items. Note that the list for Diablo is also applicable to Hellfire.

DiabloHellfire1
Bramble (ring)Armor of Gloom (full plate mail)
Crackrust (mace)Demonspike Coat (full plate mail)
The Deflector (buckler)Giant\’s Knuckle (ring)
Gonnagal\’s Dirk (dagger)The Grizzly (two-handed sword)
Lightforge2 (mace)Inferno (long sword)
The Mangler (large axe)Karik\’s Ring (ring)
Mercurial Ring (ring)
Ring of Magma (ring)
Ring of the Mystics (ring)
Xorine\’s Ring (ring)

1 In addition to the ones from Diablo. 2 It seems that although findable in single player, it will morph as soon as a new game is started or loaded. The table below lists the order for those cases where more than two unique items have the same qlvl. All other cases only have two items with the same qlvl and it should be obvious that

the unique item not in the table above is dropped first (and always dropped in multi player).

Base itemqlvlOrder, from first to last1
Full Plate Mail 25Demon Plate Armor, Armor of Gloom and Demonspike Coat
Mace 1Civerb\’s Cudgel, Crackrust and Lightforge
Ring 8Ring of Thunder, Ring of the Mystics, Ring of Magma, Karik\’s Ring, Xorine\’s Ring, Mercurial Ring and Giant\’s Knuckle

1 In multi player only the first one is findable.

Prices of magical items

This chapter will describe how the price of magical items is calculated. Please note that much of the information in this chapter was initially compiled and collected by Ironbeard. I

have rewritten it quite a bit to better fit with the rest of the guide and newer findings.

Formulas

The price of a magical item is affected by three elements: the base effect of a prefix/suffix, the quality effect of a prefix/suffix, and the item\’s base cost multiplied by the

prefix/suffix intrinsic multiplier. On staves with spells there is an additional factor added to the item\’s base cost which depends on the spell type and number of charges. The

formulas for calculating the price of all magical items are given below. All magical items except staves with spells: C = Bp + Bs +Qp + Qs + I • (Mp + Ms) if Mp + Ms  0 C = Bp + Bs +Qp + Qs + I / (Mp + Ms) if Mp + Ms < 0 Staves with spells: C = Bp +Qp + (I + H•P) • Mp if Mp  0 C = Bp +Qp + (I + H•P) / Mp if Mp < 0 where: C = Total cost Bp = Base prefix effect Bs = Base suffix effect Qp = Quality effect of the prefix Qs = Quality effect of the suffix I = Cost of base item H = Number of charges on staff P = Spell multiplier Mp = Prefix intrinsic multiplier Ms = Suffix intrinsic multiplier

  • On plentiful and bountiful staves, one should take the base amount of charges. That is, divide the number of charges shown by 2 for plentiful and 3 for bountiful staves.

Some prefixes/suffixes, like speed or the ages, do not have the Q to affect the price, and in such cases the price formulas would be simplified to: All magical items except staves with spells: C = Bp + Bs + I • (Mp + Ms) if Mp + Ms  0 C = Bp + Bs + I / (Mp + Ms) if Mp + Ms < 0 Staves with spells: C = Bp + (I + H•P) • Mp if Mp  0 C = Bp + (I + H•P) / Mp if Mp < 0 Cursed and semi-cursed items The lower formulas (if Mp + Ms <0 or Mp < 0) only come into play when you have a prefix/suffix with a negative multiplier. Only cursed prefixes and

suffixes have that. However, one suffix, of corruption, although being a cursed one, has a positive multiplier. On the other hand, it has a negative base suffix effect. For items

that are all cursed, the sum is always negative. For semi cursed items, that is, those that have one cursed and one non cursed prefix and suffix, one has to first calculate the sum of

the two multipliers to see which formula to use. The quality effect, Q Let\’s look into the somewhat trickier part, the Q thing. Some prefixes/suffixes have different levels of quality. For example, the suffix vigor can have an attribute boost on

vitality ranging from 16 to 20 points. Or, the prefix massive can boost a weapon\’s damage from 96% to 110%. This has an effect on the cost. Let\’s use the prefix massive as an example here. The lowest level of quality of that prefix is when it gives a weapon a damage boost of 96%. At that point, the prefix has the base

effect B of 2000 and what is more, at that base level of quality, the prefix has no quality effect Q on the item\’s price. If we take the highest quality (110%), we will have a quality

effect Q of 450 on the price. Putting it together we can see that the B + Q can range from 2000 (the base B value) to 2450 (the max value). Subtracting 2000 from 2450 we get 450, which

is the quality range of the prefix, we shall call it R (range). Now, how about the different quality levels in between the base and the max values? Starting from the base at 96% we go on to 97%, 98%,… until we reach the max Q value at 110%. And we

took 14 steps to get there (110 - 96 = 14). The quality level on the first step (97%) is 1/14 or 0.071428. On the second step it is 2/14 or 0.142857 and so on until on the last step (at

110%) it is 14/14 or 1. The Q can now be counted with the values we have: Q = L/S • R where: L = Location or quality level S = Total number of steps in the prefix/suffix R = Range of the quality effect (Max - Base) One important note here: When counting the value of L/S and you get something like 0.071428 or 0.777777 (7/9) you take into account only two digits after the decimal, meaning that in

the first case we would have the L/S to yield 0.07 and in the second case 0.77. Alternatively one can use the formula below in which case the rounding is done automatically: Q = \[ \{ \[ (100•(Stat - MinStat)) / (MaxStat - MinStat) \] • (Max - Base) \} / 100 \] Unidentified magical item An unidentified magical item has a price as given below. All magical items except staves with spells: C = I Staves with spells: C = I + H•P

Additional notes on the prices

On any armor or helm, the actual armor class has no effect on the price, i.e. full plate (AC 74) of ages has the same price as full plate (AC 69) of ages. In the prefixes like

Paladin\’s and king\’s which give weapons a boost both to the To Hit and damage, the To Hit does not affect the price, only the damage quality level has an effect on the price. For items that are not cursed or semi cursed (or rather Mp + Ms > 0), one can calculate the price of an item having both a prefix and a suffix as two separate

items, one having the prefix and one having the suffix, and simply add the prices together. You can sell items to Griswold and Adria for one fourth of the item\’s price. Wirt\’s price is 150% times Griswold\’s price in Diablo and 75% times Griswold\’s price in Hellfire. Some

items can be sold by both Griswold and Wirt and identical items can thus have different prices depending on where you bought it. Items found in dungeons always have Griswold prices. Any

item bought at Wirt will have its price reset to the normal one, 100% of Griswold\’s price, as soon as you start a new game, give it away, or leave it on the ground and go to another

dungeon level or town. You can\’t sell an item at Griswold if you will be given more gold for it than can fit in your inventory. At Adria, however, any excess gold will simply be discarded.

Recharge cost

Staves can be recharged at Adria (or by a Mage, see chapter 2.4). The cost to recharge a staff can be calculated using the formula below: RcC = FRcC • (1 - CurCha/MaxCha) where: RcC = Recharge Cost FRcC = Full Recharge Cost (see below) MaxDur = Maximum charges on item CurDur = Current charges on item The Full Recharge Cost in the formula above can be calculated with: FRcC = 0.50 • (I + 5•P) if unique or starting staff of the Mage FRcC = 0.50 • (I + H•P + 5•P) if not unique and not starting staff of the Mage where: FRcC = Full Recharge Cost I = Cost of base item (always a staff). H = Number of charges on staff. P = The spell multiplier.

  • The base cost of the starting staff for Mages can be found in chapter 2.5. For other staves, see chapter 3.1.
  • On plentiful and bountiful staves, one should take the base amount of charges. That is divide the number of charges shown by 2 for plentiful and 3 for bountiful staves.
  • As the recharge cost is not influenced by the prefix of the staff, there is no difference to the recharge cost between an identified and an unidentified staff.
  • If a Mage uses his recharge skill on a staff, one should still use the initial number of charges in the formula.

If the recharge cost is less than 1 gold (can happen if the ratio CurDur/MaxDur is less than 1%), Adria will actually recharge the staff for free, that is 0 gold. Just as with the price of magical items, when counting the value of CurCha/MaxCha you take into account only two digits after the decimal. Alternatively one can use the formula below in

which case the rounding is done automatically: RcC = \[ \[ \{ \[ (100•(MaxCha - CurCha)) / MaxCha \] • (I + H•P + 5•P) \} / 100 \] / 2 \]

  • Of course, for unique staves and the starting staff of the Mage, skip H•P in the formula above.

Durability of items

All unique items and staves with spells found in the dungeon have full durability. So do all items bought in town, of course. All other items found in the dungeon only have partial

durability in the range below: Durability of items found in dungeon: (1 + maxdur/4) to 3•maxdur/4

Losing durability

All items (except those that are indestructible) have a durability, which will, over time, decrease as you fight. The table below explains under what circumstances and with what chance

the durability will go down. It will never go down by more than 1 at a time.

Item typeWhen durability may decreaseChance of decreasing
Armor1Character is stunned 3/4 • 2/3 = 1/22 50.0%
Helm1Character is stunned 3/4 • 1/3 = 1/42 25.0%
ShieldCharacter blocks an attack 1/10 10.0%
Melee weaponCharacter hits 1/30 3.3%
BowCharacter fires 1/40 2.5%

1 If you don\’t wear both armor and helm but only one of them, the chance is 3/4 that its durability will be decreased. 2 You will never lose durability on both the armor and the helm in the same hit.

Repair cost

Repairs are done at Griswold (or by a Paladin, see chapter 2.4). Griswold uses the following formulas to calculate the cost: RpC = 0.15 • Price • (1 - CurDur/MaxDur) For magical and unique items RpC = 0.50 • Price • (1 - CurDur/MaxDur) For non magical and unidentified items where: RpC = Repair Cost Price = Buying price of the item MaxDur = Maximum durability of item CurDur = Current durability of item If the repair cost is less than 1 gold Griswold won\’t repair it. That makes many of the cursed items irreparable. There also seems to be a bug so that when the ratio CurDur/MaxDur is

greater than 99%, the repair cost is rounded down to 0 along the way and is thus not repairable until it takes more damage. Just as with the price of magical items, when counting the value of CurDur/MaxDur you take into account only two digits after the decimal. Alternatively one can use the formulas below

(plus the step by step list following) in which case the rounding is done automatically: For magical and unique items first calculate: RpC = \[ \{ \[ (100•(MaxDur - CurDur)) / MaxDur\] • (30 • Price) \} / 100 \] For non magical and unidentified items first calculate: RpC = \[ \{ \[ (100•(MaxDur - CurDur)) / MaxDur\] • Price \} / 100 \] Then, do the following:

  1. if RpC = 1, then exit
  2. if RpC > 1, then RpC = \[RpC/2\], that is, divide the repair cost by 2, then exit
  3. if the item is a non magical and non unique item, set RpC = 1, then exit
  4. if the item is not identified, set RpC = 1, then exit
  5. at this point the item is an identified magical or unique item and RpC is 0 or below 0; the item is in this case not repairable (this would be the case for identified

cursed and some semi cursed items)

Item creation in dungeon

This chapter tries to explain how the game creates items and what factors affect the creation. Only items generated in the dungeon are discussed. Some of it applies to items created in

town as well, but for more details about items created in town, see chapter 3.9. Most of this chapter will not refer specifically to the Hive or the Crypt, but as with much else, they

should be equivalent to Caves and Hell. Some quests will give you special items (not counting the special quest items). For information about them, see each individual quest in chapter

8. In most of the situations below the game has to pick a certain item, prefix/suffix, unique, spell, or other property of an item out of several possible ones or within a range. Unless

otherwise noted the probability should be equal for all possible choices in that situation. Base item in this chapter not only refers to the various equipable items, but also includes scrolls, potions, elixirs, runes, books of and oils of; see chapters 3.1 - 3.2.3 for

information about them. An item can come from many different sources in the dungeon, and depending on the source, the creation routine is a bit different. To facilitate the explanation below let us first

define a new term, ilvl. It is defined for various sources in the table below. For information about a monsters mlvl or mlvlitem, see chapters 5.2 and 5.4.

Source of itemDefinition of ilvl
normal monster mlvl1
unique monster and special monster2 mlvlitem3
decapitated body, sarcophagus, on the ground4, bookcase, skeleton tome, library book and racks 2•dlvl5
chest, barrel, pod, urn 2•dlvl or dlvl5,6

1 Use the mlvl for normal difficulty regardless of what difficulty you are playing on. 2 Note that for the purpose of dropping items, Diablo is neither a special nor a unique monster but a normal one. 3 The +4 bonus will be found in the appropriate steps below. 4 You will often find potions of various sorts on the ground; they are specially placed there and are not generated according to normal rules. 5 The Hive levels are numbered 9-12 and the Crypt levels are numbered 13-16. 6 Most chests, barrels, pods and urns have an ilvl equal to 2•dlvl, although some have it equal to dlvl. Those that have the ilvl equal to dlvl will only generate potions and

scrolls (and oils in Hellfire). See chapter 3.8.1 for more information. Items created with an ilvl = dlvl are referred to as special items in this chapter. Special items Special items appear on those occasions where the item created will not follow normal procedures. Such special items will normally only generate potions and scrolls (in Hellfire it also

includes oils). For more information about what base items are possible for special items, see chapter 3.8.3.

What is dropped?

First the game has do decide if an item is to be dropped at all, if it is going to be gold or an item. The exact probabilities for these are greatly affected by the source of the item.

Each source is explained below. Normal monster Gold: 30.3% Item: 10.7% Nothing: 59.0%

  • Some monster types (Winged Fiends and Hork Spawns) never drop items.

Unique monster Item: 100%

  • Unique monsters always drop an item, and it can either be a book or an item that can take on a prefix and/or suffix (or be unique).

Chest Chests can have several possible amounts of items in them and the exact amount is also affected by the size of the chest. The number of possible items from a chest is explained in

the table below.

Number of possible itemsSmall chestChestLarge chest
050 %33.3 %25 %
150 %33.3 %25 %
2-33.3%25 %
3--25 %

For each chest the probability of the items in them being created with varying ilvl is: Special item (ilvl = dlvl): 12.5% Non special item (ilvl = 2•dlvl): 87.5% All items in a chest will thus either be all special items or all non special items. For each possible item in a chest without special items, the probability is then as follows: Gold: 75% Item: 25% If the chest is determined to have special items, all possible items will drop as special items. For information about items created by different ilvl, see chapter 3.8.2. Chests only exist in church, catacombs, caves and hell. Barrels, pods and urns Pods and Urns are, for item creation, treated as barrels, so anything said about barrels below applies equally to pods and urns. Barrels can be of two different types, exploding and non exploding. For information about exploding barrels, see chapter 4.3. Approximately 20% of all barrels are exploding ones. The

information below will only apply to non exploding barrels. Exploding barrels will never have items in them. Skeleton: 20% Gold: 10% Special item: 6.7% Item: 3.3% Nothing: 60%

  • Barrels can only exist in church, catacombs, caves and hell.
  • Pods can only exist in the Hive.
  • Urns can only exists in the Crypt.

Sarcophagus Skeleton: 20% Gold: 22.5% Item: 7.5% Nothing: 50%

  • Sarcophagi can only exist in church and in the crypt.

Decapitated bodies Gold: 75% Item: 25%

  • Decapitated bodies can only exist in catacombs, caves and hell.

Weapon Rack Axe: 25% Bow: 25% Club: 25% Sword: 25%

  • Weapon racks can never exist in church.

Armor Rack dlvl 5: light armor dlvl 6-9: medium armor dlvl 10-15: heavy armor

  • See chapter 3.1 for a definition of light, medium and heavy armor.
  • Armor racks can never exist in church.

Bookcase Book: 100%

  • Bookcases can only exist in church and catacombs.

Library book and Skeleton Tome Book: 20% Scroll: 80%

  • Only scrolls of Apocalypse, Healing, Identify, Infravision, Nova, Mana Shield, Phasing, Teleport, and Town Portal are possible.
  • Library books and Skeleton Tomes can only exist in church and catacombs.

Item type

Next, the item type that is to be generated is determined, and the procedure is as follows (this step is skipped for gold and special items). Determination of base item First, it has to be determined what the base item should be. For information about base items, see chapters 3.1 and 3.2. Each base item has a qlvl, and those within the ranges below can

be dropped. Depending on the source of the item some base items are, of course, excluded (see chapter 3.8.1). Normal and special monster: 1 to mlvl Unique monster: 1 to mlvlbattle Other: 1 to ilvl

  • Note that the mlvl is the one modified for difficulty level when the item comes from a monster.

Of all the possible base items, one is chosen at random with an equal probability for all items. Bows, however, are actually counted twice if the item is dropped by a normal (non unique

or special) monster, and thus have a double chance of being created. Note that some base items like rings, amulets, and books have several different base items with different qlvl. You

will never notice any difference when playing other than them being more common as the ilvl and mlvl go up (as more of each type is possible at higher ilvl and mlvl). See chapter

3.13.1. for a list of base items in the order of their qlvl. Is it magical? Now it is time to determine if the item is magical or not. Only items that can have a prefix/suffix (or be unique) can be magical. For other items this test is not done. The probability

of being magical is as follows depending on the source of the item: Unique monster: 100% On the ground: 100% Weapon rack: 100% Armor rack on dlvl 5 and 13-15: 100% Armor rack on dlvl 6-9: (55.5 + 0.445•(ilvl+1))% Armor rack on dlvl 10-12: (11 + 0.89•(ilvl+1))% Monster: (11 + 0.89•(ilvl+1))% Other: (11 + 0.89•(ilvl+1))%

  • Only equipable items can be magical; for other base items this step is not performed.
  • Rings and amulets are always magical.
  • Staves are always magical if they have no spell, see chapter 3.8.3 under Staff for more information.
  • On the ground only refers to equipable items found, often in special rooms, in the dungeon. It is quite possible that the probability of those items being magical is less than 100%

outside of Hell. Is it unique? If the item was determined to be magical it is next checked for to see if it is unique. The probability of being unique is listed below depending on source. Note that the probability to

be unique is applied for this step only. The total probability of an item to be unique is of course less as not all items are magical or even could be magical. Unique monster: 16% Other: 2%

Item properties

Once the base item has been determined, the properties of the item are to be decided. In many cases the item can\’t have additional properties. That is the case for scrolls, potions,

non magical items (as determined by the step above), runes, and some oils (see chapter 3.2.1). If so, this step is not performed. Otherwise, the properties have to be determined, and

the procedure depends a bit on what type of item it is. Thus, each item type will be dealt with separately. Gold The amount of gold dropped or found on the dungeon floor is determined by the formulas below: Normal difficulty: 5•dlvl to 15•dlvl - 1 Nightmare difficulty: 5•(16 + dlvl) to 15•(16 + dlvl) - 1 Hell difficulty: 5•(32 + dlvl) to 15•(32 + dlvl) - 1

  • The Hive levels are numbered 9-12 and the Crypt levels are numbered 13-16.

Furthermore, on any hell dungeon level (dlvl 13-16) or Crypt dungeon level (dlvl 13-16) the amount of gold is increased by: Hell or Crypt dungeon level: amount • 1.125

  • The amount is taken from the appropriate formula above depending on the difficulty level.

Unique item If the item is determined to be unique, the game will drop the unique item that is of the correct base item (determined above) and that has a qlvl according to below: Unique and special monster: 1 to ilvl+4 All other sources: 1 to ilvl If several unique items are possible, the one with the highest qlvl will be dropped. If several unique items that are possible have the same qlvl, the one that happens to be first in

the list will be dropped. This is the reason that some unique items will never be dropped as there is always another unique item with the same qlvl (and being of the same base item)

that will be dropped instead. See chapter 3.5.2 for a list of such unique items. In single player (but not in multi player) the game keeps track of what unique items have been dropped (or recreated at game start in a characters inventory) and if the same item is

determined to be dropped again (or regenerated at game start), the next one with the same qlvl or the one with the next lower qlvl will instead be dropped. Thus in single player you can

actually find those "unfindable" unique items but you must find at last one other unique item of the same base item first. The game will forget the list of found unique items when you

restart a new game however. The list is saved when you save the game in single player but not restored upon load except for those items you have equipped. A unique item has up to 6 special properties, which are described in more detail in chapter 3.5. If for any reason the game fails to select a unique item (for example if there is no

unique item with a low enough qlvl), the game will then proceed to create the item as a normal magical item instead. Magical item A magical item has a prefix and/or a suffix (it can of course also be unique but that is covered above). Below are the probabilities for an item having a prefix, a suffix, or both of

them. Prefix only: 20.8% Suffix only: 62.5% Prefix and suffix: 16.7% The qlvl of the prefix and/or suffix must be within the range given below: Unique and special monster: \[(ilvl+4)/2\] to ilvl+4 All other sources: \[ilvl/2\] to ilvl

  • Round down the minimum level. If it is higher than 25, it is set to 25.
  • The actual value of the prefix or suffix is chosen randomly within its range.
  • Some prefixes has a double chance of being picked, see below.

The range above means that unless the lower limit is set to 25, the highest qlvl of an item with both a prefix and a suffix can\’t be more than twice the level of the lower one. This

rule is good to know when you want to see if a prefix and a suffix can coexist on an item. It is also worth noticing that as the range above is based on the mlvl, not modified for

difficulty level (or 2•dlvl), so the prefix and suffix with the highest qlvl you will ever find in the dungeon has qlvl 34. There is no prefix or suffix in the range of 32-34, so qlvl

31 is the highest one you will find, and only emerald has that qlvl. In Hellfire (but not Diablo), Diablo is level 45, so he can drop items with prefixes and suffixes of qlvl up to 45.

Similarly, Na-Krul can drop items with prefixes and suffixes of qlvl up to 44 as he is level 40, and the +4 bonus for being a unique monster applies to him. If for any reason the game

fails to select a prefix and/or a suffix, the game will then proceed to create the item as a normal non magical item instead. See chapter 3.13.3 for a list of prefixes and suffixes in

the order of their qlvl. Some prefixes actually has a double chance of being chosen. The table below list all prefixes that has a double chance of being chosen.

+% Armor Class+% To Hit+% To Hit /

+% Damage Done||+% Damage Done

vulnerable1 tin1 clumsy1 useless1
rusted1 brass1 dull1 bent1
fine bronze sharp1 weak
strong iron fine jagged
grand steel Paladin\’s deadly
valiant silver soldier\’s heavy
glorious gold lord\’s vicious
blessed platinum knight\’s brutal
saintly mithril master\’s massive
awesome meteoric champion\’s savage
holy weird king\’s ruthless
godly strange merciless

1 A cursed prefix. See below for more information when possible. Despite what has been said above, there are some combinations of prefixes and suffixes that can-not exist on the same item. The table below list all combinations that are. As the game

always picks the prefix first, it is always the suffix that will be discarded; this can be important to know if one wants to figure out exactly what items are possible and the

probabilities of them.

None of the combinations below can exist on the same item
angel\’s trouble gold pain silver corruption
arch-angel\’s trouble gold the dark silver pain
blessed trouble gold the bear silver the dark
frog\’s vitality mithril trouble silver the bear
glorious trouble platinum trouble spider\’s vitality
gold pit saintly trouble vicious vim
gold the vulture silver pit vicious vigor
gold corruption silver the vulture vicious radiance

Cursed prefixes and suffixes are those who give some sort of drawback to your character when you wear them. It is quite obvious for most prefixes and suffixes. For the ones affecting

the light radius, the ones decreasing it are considered as cursed ones. The prefix sharp is also treated as cursed, most likely due to a bug. Cursed items are not allowed to appear

when the item comes from certain sources. Below is listed if a source can give out cursed items, and if it can, how large the chance is compared to non cursed prefixes and suffixes. Unique monsters: No Weapon Rack: No Armor Rack on dlvl 5 and 13-15: No Armor Rack on dlvl 6-9: 16.5% Armor Rack on dlvl 10-12: 33.0% Adria, Griswold, Pepin and Wirt: No On the ground: No Other: 33.0%

  • Sources that will not produce equipable items can never produce cursed items.
  • If possible, a cursed prefix will, if it is found in the table above with prefixes with a double chance of being chosen, have a double chance compared to other cursed prefixes.

Staff Staves can either have a spell or be normal magical items (of course, they can also be plain staves but that is very rare). The chances for what type the staff will be is as follows: Chance for having spell: 75% Chance for having prefix if it has a spell: 10%

  • Staves from a location that has a 100% chance of being magical will, if they have a spell, always have a prefix. as staves with spells without a prefix will not be considered as

magical by the game. Staves that do not have a spell, are treated the same way as any other magical item; see above. However, if they have a spell, they are created a bit differently. For the spell and the

prefix they follow the ranges below: Range of qlvl for spell on staves from unique and special monster: 1 to \[(ilvl+4/)2\] Range of qlvl for spell on staves from all other sources: 1 to ilvl/2 Range of qlvl for prefix on staff with spell from unique and special monster: 1 to ilvl+4 Range of qlvl for prefix on staff with spell from all other sources: 1 to ilvl

  • Note that the qlvl of a spell is different depending on whether it appears on a staff or on a book.

When found in the dungeon, all non unique staves with spells have full charges. Unique staves has a specific number of current charges according to the table below. All staves bought in

town have full charges, of course.

Unique staffNumber of charges when found1
Gleamsong 10
Mindcry 13
Naj\’s Puzzler 23
The Protector 2
Rod of Onan 21
Thundercall 3

1 I would say this is a bug and the intention was to make unique staves also have full charges when found. As it is now, the number of charges is the same as the slot number in

which you find the spell on the item in the internal spell table. Due to the way the game picks a random spell, some spells have a higher chance to be selected than others at a given situation. As the probabilities are different for different ilvl, it

is hard to give exact numbers. The general procedure is as follows:

  1. calculate x = Rnd\[37\] + 1 (in Hellfire, calculate x = Rnd\[52\] + 1)
  2. start with the first spell in the internal list of spells
  3. step forward until a spell that exists on staves (or books if it is for a book) and has low enough ilvl is found (if you ever reach the end, restart from the beginning)
  4. decrease x by one
  5. if x is not 0, goto step 3
  6. the last spell found in step 3, is the one chosen to appear on the staff (or book)
  • In single player, the spells Heal Other and Resurrect are automatically skipped and do not count even if their ilvl is high enough.
  • Spells at the start of the list will have a higher probability than those later in the list. The exact cut off depends on the ilvl. This means that there will be two different levels

of probabilities for the spells, a higher one for spells at the start of the list and a lower one for spells at the end of the list. At rare occasions all spells will have the same

probability.

  • The order of the spells is not the same as in your spell book or any of the other lists in this Guide. The table below lists the order of the spells for the purpose of selecting a

spell for a staff or a book.

Position1SpellBookStaffPosition1SpellBookStaff
1FireboltYesYes 19Charged BoltYesYes
2HealingYesYes 20Holy BoltYesYes
3LightningYesYes 21Ressurect3-Yes
4FlashYesYes 22TelekinesisYesYes
5Fire WallYesYes 23Heal Other3YesYes
6Town PortalYesYes 24Blood StarYesYes
7Stone CurseYesYes 25Bone SpiritYesYes
8PhasingYesYes 26Mana-Yes
9Mana ShieldYesYes 27Magi-Yes
10FireballYesYes 28Jester-Yes
11GuardianYesYes 29Lightning WallYesYes
12Chain LightningYesYes 30ImmolationYesYes
13Flame WaveYesYes 31WarpYesYes
14NovaYes2Yes 32ReflectYesYes
15GolemYesYes 33BerserkYesYes
16TeleportYesYes 34Ring of FireYesYes
17ApocalypseYes2Yes 35SearchYesYes
18ElementalYesYes

1 Position 26 to 35 only exist in Hellfire. 2 Only exists as books in Hellfire. 3 In single player, the spells Heal Other and Resurrect are automatically skipped and do not count even if the ilvl is high enough. Book If the item type is a book of, the game then attaches a spell to the book. The qlvl of the spell can be in the range given below. For a list of qlvl of spells on books see chapter

3.2.3. Range of qlvl for spell on books: 1 to ilvl/2

  • Note that the qlvl of a spell is different depending on whether it appears on a book or on a staff.

For information about how the spell is chosen, see above under Staff. Oil Oils can, as noted in chapter 3.2.1, be of two types; either the oil together with its type is treated as a base item, just like a potion and thus no further processing of the oil is

needed, or it can be created as the base item oil of, to which an oil type is then attached. See chapter 3.2.1 for more information on which oils can be created in which way. If the

case is the latter one, the oil type attached to the oil follows the range below: Range of qlvl for oil type: 1 to ilvl Special item A special item can only be of a limited number of base items. In Diablo, the list below shows what base items are possible and their probabilities. Scroll of Town Portal 33.3% Potion of Healing 33.3% Potion of Mana 33.3% In Hellfire the list is slightly modified and depends on the dlvl. For dlvl 1 the list of probabilities is: Potion of Healing 42.9% Potion of Mana 42.9% Blacksmith Oil 14.3% For any dlvl higher than 1 in Hellfire, the list of probabilities is: Scroll of Town Portal 28.6% Potion of Healing 28.6% Potion of Mana 28.6% Blacksmith Oil 14.3%

Item creation in town

For many parts, the creation of items in town is the same as that in the dungeon, but there are several differences and they are explained in this chapter. In the table below are listed

what type of items you can buy from each person in town.

PersonItems sold1
Adriastaves2, books, scrolls, mana potions, rejuvenation potions and elixirs3
Griswoldweapons (excluding staves4), armor, helms, shields and jewlery5
Pepinhealing potions, rejuvenation potions, scroll of resurrect, scroll of healing and elixirs3,5
Wirt6weapons (excluding staves4), armor, helms, shields and jewlery5

1 Only Griswold and Adria will buy items. 2 In Hellfire only with spells. 3 Once you are level 26 in multi player or have been to Hell, Crypt, or Hive in single player. 4 In Hellfire he does sell staves. 5 In single player only. 6 For special exceptions regarding Wirt, see chapter 3.9.4. Just as for item creation in the dungeon we start by defining the ilvl for each person that you can shop from in town. It is done in the table below.

Source of itemDefinition of ilvl
Adria special1
Griswold basic items special1
Griswold premium items varying from clvl-1 to clvl+22
Pepin special1
Wirt clvl

1 See table below for how clvl is converted to ilvl in special cases. 2 Maximum ilvl is 30 in all cases, though. In Hellfire it varies from clvl-1 to clvl+3. See table below for exact variation. As noted in the table above, ilvl is in many cases derived in a special way; the table below explains how it is derived for Adria\’s, Pepin\’s and Griswold\’s basic items. In multi

player it depends on your character level. In single player it depends on what dungeon level you have been to in the current game. Difficulty does not affect it in any way.

Definition of ilvl at Adria, Pepin and for Griswold\’s basic items
Single PlayerMulti Player
dlvlclvlilvl
1 - 4 1 - 9 6
5 10 - 11 7
6 12 - 13 8
7 14 - 15 9
8 16 - 17 10
9 18 - 19 11
10 20 - 21 12
11 22 - 23 13
12 24 - 25 14
13 26 - 27 15
14 - 16 28 - 50 16
Hive / Crypt1 16

1 Only available in Hellfire. For Griswold\’s premium items the ilvl varies depending on what slot the items is created in (in his list of items). The table below explains exactly how.

Definition of ilvl for Griswold\’s premium items
DiabloHellfire
slot1ilvlilvl
1 clvl - 1 clvl - 1
2 clvl - 1 clvl - 1
3 clvl clvl - 1
4 clvl clvl
5 clvl + 1 clvl
6 clvl + 2 clvl
7 clvl
8 clvl + 1
9 clvl + 1
10 clvl + 1
11 clvl + 1
12 clvl + 2
13 clvl + 2
14 clvl + 3
15 clvl + 3

1 There are only six slots in Diablo. When you gain a level, the items in slot 1 and 2 (and 3 in Hellfire) are removed and items are pushed upwards so that slot 4 and 6 becomes empty (slot 11, 13 and 15 in Hellfire). Those

empty slots are then refilled with new items of the appropriate ilvl matching the slot. It is worth noticing that even if two characters are the same level they will be offered different items in town even if they are in the same game. Thus, it can be rewarding to ask

others to check for any item you might want if you are playing multi player.

Adria

Adria has an unlimited supply of Potions of Mana, Potions of Full Mana and scrolls of Town Portal. In addition to those, Adria offers 7 to 14 random base items with a qlvl in the range

below. She will renew her inventory each time you come back up from the dungeons or reload the game in single player. Range of qlvl for base item: 1 to ilvl The prefix, suffix and spell on the appropriate item is then chosen according to the ranges below: Range of qlvl for spell (staff or book): 1 to ilvl Range of qlvl for prefix on staff with spell: 1 to 2•ilvl Range of qlvl for prefix and suffix on staff without spell: ilvl to 2•ilvl As the ilvl at Adria can never be higher than 16 (see table in chapter 3.9), there is a cap at qlvl 32 for prefixes and suffixes at Adria. For spells and base items the cap is at 16.

Griswold

Griswold has two types of items: basic ones that are not magical, and premier ones that are always magic. Basic items For the basic items he offers 10 to 19 random items with a qlvl in the range below. Range of qlvl for base item: 1 to ilvl As with items from normal monsters, bows has a double chance of being selected. He will renew his inventory of basic items each time you come back up from the dungeons or reload the

game in single player. Premier items For the premier items, Griswold sells base items with a qlvl that follow the range listed below. He will offer 6 items in Diablo and 15 items in Hellfire. The qlvl of the prefix and

suffix of magical items also follows the same range. Range of qlvl for base item: ilvl/4 to ilvl Range of qlvl for prefixes and suffixes: ilvl/2 to ilvl

  • Maximum level of prefixes and suffixes at Griswold is 30.
  • As already described, the ilvl varies a bit from item to item.
  • Griswold will add a new item to his inventory as soon as you buy one of them. He will not change his inventory when you come back up from the dungeons but will change some of them

when you gain a level.

  • The exact procedure of choosing item type and prefixes and suffixes are the same as for magical items in the dungeon. See chapter 3.8 for more information.

In Hellfire there is an additional factor to consider. If possible he will try to sell items that are better (more expensive than 80% of your most expensive item) than the ones you are

already carrying (both equipped ones and not equipped ones). The test is done separately for each item type group (amulet, armor, axe, bow, club, helm, ring, shield, staff and sword).

If you don\’t have any item of a type, any other item of that type is considered to be better. Thus to get progressively better items you should keep the most expensive item of each

item type in your inventory. This check for better items is also done for items that are created to fill up a slot after you have leveled or bought one of his items. Also note that this

works in Hellfire only. Sometimes you will see an item "violating" this rule in Hellfire, as the game only tries a specific number of times, and if it has not found an item that matches

in those tries it sticks with whatever item it generates next.

Pepin

Pepin has unlimited supply of Potions of Healing, Potions of Full Healing and scrolls of Resurrect (in multi player only). In addition to those, Pepin offers 7 to 14 random base items

with a qlvl in the range below. He will renew his inventory each time you come back up from the dungeons or reload the game in single player. Range of qlvl for base item: 1 to ilvl

Wirt

Wirt will only offer one item for sale and you have to pay 50 gold just to see it. The maximum qlvl of prefixes and suffixes is 60, which means he could theoretically sell any type of

item otherwise possible in the game (of the types listed in the table in chapter 3.9) if it were not for the price limit (see chapter 3.10). He offers items whose base item has a qlvl

in the range below. Range of qlvl for base item: 1 to ilvl The prefixes and suffixes are then chosen with a qlvl in the following range: Range of qlvl for prefixes and suffixes: ilvl to 2•ilvl

  • If lower limit is higher than 25, it is set to 25.
  • He seems to love items of ages. The reason for this is that there are not many suffixes of level 25 or above and most of them can exist on a very limited number of items or would

make items too expensive. He will renew the item only if you have bought the previous one and then gone into the dungeons or when you gain a new character level that is even. In Hellfire, Wirt will only sell certain item types to you depending on your character class. The table below summarizes what items he will sell to each character class. Wirt will, in

Hellfire, also try to offer you better (more expensive than 80% of your most expensive item) items than what you already have (both equipped ones and not equipped ones).

ClassItems never sold at Wirt in Hellfire
Paladinbows and staves
Scoutaxes, clubs, swords, staves and shields
Mageaxes, clubs, bows and staves
Monkclubs, bows, shields and medium armor (see chapter 3.1 for definition of medium armor)
Assassinaxes, clubs and staves
Gladiatorbows and staves

General remarks on possible items

As can be seen in the wealth of information about items, finding out what items are really possible can be hard. In this chapter I will try to explain some simple ways of finding out if

that particular item you are looking for can really be found or bought. Let\’s go through what affects what items can really be found or bought in the game. Mostly the discussion will

be about prefixes and suffixes. Occurrence of prefix and suffix Most prefixes and suffixes can only exist on certain base items. This information can be found in chapter 3.3 and in summary in chapter 3.13.6. A quick look can rule out the possibility

of an item like an emerald ring. As the base item is determined by the modified for difficulty mlvl, there should be no restrictions on what base item a prefix or suffix can occur on

within a certain item type. That is, if it can occur on a dagger, it can also occur on a bastard sword. An exception to this is Griswold\’s premium items that have a lower limit of

ilvl/4 for the qlvl on base items. qlvl of prefix and suffix Just because both a prefix and a suffix can exist on a base item does not mean you can find them both on the same item. As explained in chapter 3.8, the qlvl of a prefix and a suffix

must be in the range of: ilvl/2 - ilvl: for non Wirt and Adria items, including items form the dungeons ilvl - 2•ilvl: for Wirt and Adria items Items from Adria only follow Wirt if they are staves without spells. From this it follows that the prefix or suffix with the lowest qlvl on an item can never be higher than half

(rounded down except for Wirt and some Adria items) the qlvl of the higher one (the other way around the higher level can never be higher than 2 times the lower one, plus one if odd,

(except for Wirt and some Adria items) the plus one due to rounding effects if the item does not come from Wirt or Adria). As noted in the same chapter the exception for this is that if

the highest limit of the qlvl is higher than 50 the lower limit is always 25. This rule can quickly rule out an item like obsidian shield of brilliance as impossible as the qlvl of the

prefix and suffix is 24 and 11. This only has importance if an item has both a prefix and a suffix. There are no restrictions on the relationship between the qlvl of the base item and the qlvl of any additional attributes of the item such as prefixes, suffixes, spells and uniques.

Thus, a godly cap of the whale is a completely valid item (you will only be able to buy it at Wirt though). Restrictions in the dungeon As explained in chapter 3.8, prefixes and suffixes are assigned to items based on a monsters unmodified mlvl. This means that no prefix or suffix with a qlvl higher than 30 (34 when a

unique monster drops it as they have a +4 bonus) can be found in the dungeons, except from Diablo and Na-Krul in Hellfire, which have a maximum limit of 45 and 44. This rules out quite

a few of the best prefixes and suffixes such as a godly plate of whale, even if they would be possible according to what was said above under occurrences and level differences.

Similarly, items from non monsters have a limit of 30 in Diablo and 34 in Hellfire (2•dlvl). Note, this is true for any version of Diablo, even 1.00. Wirt (but not Griswold) can still

sell those prefixes and suffixes impossible to find in the dungeons. Restrictions at Griswold and Adria The same restriction mentioned above for the dungeon also applies to Griswold and Adria. They will never sell you any item with a prefix or suffix with a qlvl higher than 30 (32 at

Adria). This again rules out the best prefixes and suffixes even if they would be possible according to what was said above under occurrences and qlvl differences. Restrictions on the price Even if an item would be possible according to anything that has been said above, when the item is sold in town it cannot be more expensive than the price maximum. This maximum is 140

000 (90 000 at Wirt) gold in Diablo and 200 000 gold in Hellfire (150 000 gold in version 1.00 of Hellfire). Any item more expensive than that will never be sold. This will also rule

out several items such as a merciless long war bow of heavens or an awesome full plate of the lion, especially at Wirt who could otherwise have sold any item that met the occurrence and

level requirements explained above. Note that the price of items at Wirt is capped before they are modified by 150% in Diablo and 75% in Hellfire. This makes the effective cap at

Wirt to be 135 000 in Diablo and 150 000 in Hellfire (112 500 in version 1.00 of Hellfire). This makes some items that are not available in Diablo available in Hellfire. On rare

occasions it seems that the price, at least in Hellfire, can be slightly higher than the cap. Other restrictions Just a few other words on what is possible and not. A unique item can only be of the base item listed in chapter 3.5. A Dreamflange can, for example, only be a mace and, nothing else. The difficulty you play on only affects the base item, but as a consequence of this some unique items are only findable on specific difficulties as both the qlvl of the base item and

the qlvl of the unique item have to be fulfilled for a monster to drop it. An example of this is the Helm of Sprits, which can only be found in nightmare and hell difficulty. I leave it

as an exercise to the reader to figure out why! As the highest qlvl of a base item is 25, any monster with an mlvl equal to that or above can drop the same items regardless of difficulty. This is true for almost all monsters in hell

and the Crypt. Thus item drops in hell and the Crypt should be the same regardless of difficulty. For other dungeons you will find better base items in harder difficulty levels, but it

should not affect what prefixes and suffixes you find. What affects item creation As can be seen from the information in chapter 3, the only things that affect what items one can find in the dungeon and can buy in town are the mlvl and dlvl in dungeons and the clvl

(or dlvl visited in single player) in town. Thus, item creation is not affected by anything else. There is no influence caused by what you are carrying (except in Hellfire for

Griswold\’s and Wirt\’s items), your character class, what items you use, who created the game, or other similar things. The only thing that will affect the creation is the initial seed

used by the game in generating random numbers, and in both Diablo and Hellfire, the initial seed is generated out of the time when the game is created (and for items in town, the time

when you shop; this is to avoid the chance that all players in the game see the same items, as they would then be treated by the game as duplicates).

Probabilities of finding unique items

As with all other items in the game with the exception of quest related items, which only exists in single player, unique items are created randomly by the game. In the table below are

shown the rarity of all the unique items. The values have been calculated taking into account all the relevant information and formulas found in this Guide as well as all of the

following:

  • You would have to kill all monsters, break all barrels, open all chests and so on.
  • Each monster is modeled with the probabilities found in chapter 5.3.2.
  • There are assumed to exist 185 monsters on all levels with the exception of level 1 and 2 that are a bit smaller and thus has a somewhat less monsters.
  • On appropriate levels, the following number of item sources have been assumed (usually the average number of them on each level): 7 small chests, 4 chests, 2.5 large chests, 5 patches

of 6 barrels, 14.5 sarcophagus and 3.5 decapitated bodies. For the calculations it does not matter if the numbers are decimals instead of integers.

  • For various reasons, mostly due to the difficulties in making good estimates of the frequencies, no considerations have been made to those items sometimes appearing directly on the

ground or appearing on weapon or armor racks. This should not affect the final probabilities much though. If anyone has any more information on the frequencies of them, please feel free

to tell me.

  • The values are only valid for multi player. In single player some quest monsters will drop a quest item instead of a random magical item. Also, dungeon levels normally has less

monsters than in single player. Finally, unique items are picked slightly different in single player than multi player meaning some of the unique items marked as Impossible ones,

actually has a very small chance of appearing in a single player game (but very small, typically square the number for the uniques being second in the order and raise it to the power of

three for the third one in the list. For the drop order of such unique items, see chapter 3.5.2. It is my belief that the values should be more or less accurate for single player as

well though. The value given is an estimate of how many games it takes on average to find a specific unique. To find the probability of a specific unique to exist in a game, simply divide 1 by the

number given. Given are also numbers telling on what dlvl the unique item has the highest overall chance (includes all sources) to be found. It is very important to realize that the

number given here are necessarily not the same as the typical player will find. A typical player will for example not play in all areas equally much. Also, even though the chances

are over all greater for monsters than for unique monsters, you need to kill a lot more of them. So if you are hunting for specific unique items, it is normally a much faster method to

kill, say only bosses on level 13-15 than killing all monsters on the same levels. Never the less, the numbers below should give a rough estimate on how rare or common a specific unique

item is. If an item is impossible to generate for some reason, it will say "impossible".

Probabilities in Diablo

ArmorNormalNightmareHell
NameProbabilitydlvlProbabilitydlvlProbabilitydlvl
Demonspike Coat 56 15 51 15 51 15
The Gladiator\’s Bane 23 15 21 15 21 15
Leather of Aut 16 15 19 15 19 15
Naj\’s Light Plate 40 15 38 15 38 15
Nightscape 32 15 34 15 34 15
The Rainbow Cloak 13 2 19 15 19 15
Scavenger Carapace 35 15 28 15 28 15
Sparking Mail 29 15 24 15 24 15
Torn Flesh of Souls 13 2 19 15 19 15
Wisdom\’s Wrap 14 2 19 15 19 15
AxesNormalNightmareHell
NameProbabilitydlvlProbabilitydlvlProbabilitydlvl
Aguinara\’s Hatchet 24 15 27 15 27 15
Bloodslayerimpossible - 150 2 160 2
The Celestial Axe 90 5 46 2 47 2
Hellslayer 31 15 33 15 33 15
The Manglerimpossible -impossible -impossible -
Messerschmidt\’s Reaver 51 15 51 15 51 15
Sharp Beakimpossible - 1 200 2 1 300 2
Stonecleaver 20 15 22 15 22 15
Wicked Axe 16 15 19 15 19 15
BowsNormalNightmareHell
NameProbabilitydlvlProbabilitydlvlProbabilitydlvl
The Blackoak Bow 41 3 60 2 62 2
Bow of the Dead 20 15 19 15 20 15
The Celestial Bowimpossible - 1 200 2 1 300 2
Deadly Hunterimpossible - 2 100 2 2 300 2
Eaglehorn 54 15 54 15 54 15
Flamedart 21 15 24 15 24 15
Fleshstinger 26 15 28 15 28 15
The Needler 13 2 19 15 19 15
The Rift Bow 480 1 2 500 1 2 900 1
Windforce 40 15 35 15 35 15
ClubsNormalNightmareHell
NameProbabilitydlvlProbabilitydlvlProbabilitydlvl
Baranar\’s Star 14 2 19 15 20 15
The Celestial Star 20 15 19 15 20 15
Civerb\’s Cudgel 18 2 29 2 29 2
Crackrustimpossible -impossible -impossible -
The Cranium Basher 25 15 27 15 27 15
Dreamflange 54 15 54 15 54 15
Gnarled Root, Club 20 15 24 15 24 15
Gnarled Root, Spiked Club 20 15 24 15 24 15
Hammer of Jholm 340 5 62 2 65 2
Lightforgeimpossible -impossible -impossible -
Schaefer\’s Hammer 32 15 34 15 34 15
HelmsNormalNightmareHell
NameProbabilitydlvlProbabilitydlvlProbabilitydlvl
Fool\’s Crest 24 15 27 15 27 15
Gotterdamerung 43 15 43 15 43 15
Helm of Spritsimpossible - 130 2 140 2
Overlord\’s Helm 120 4 120 4 120 4
Royal Circlet 56 15 56 15 56 15
Thinking Cap 16 15 21 15 21 15
JewelryNormalNightmareHell
NameProbabilitydlvlProbabilitydlvlProbabilitydlvl
The Bleederimpossible - 59 2 65 2
Brambleimpossible -impossible -impossible -
Constricting Ring 28 2 16 2 17 2
Ring of Engagement 6 15 6 15 6 15
Ring of Reghaimpossible - 110 1 120 1
ShieldsNormalNightmareHell
NameProbabilitydlvlProbabilitydlvlProbabilitydlvl
Blackoak Shield 16 15 19 15 19 15
The Deflectorimpossible -impossible -impossible -
Dragon\’s Breach 29 15 19 15 19 15
Holy Defender 23 15 24 15 24 15
Split Skull Shield 13 2 19 15 19 15
Stormshield, Gothic Shield 48 15 48 15 48 15
Stormshield, Tower Shield 50 15 48 15 48 15
StavesNormalNightmareHell
NameProbabilitydlvlProbabilitydlvlProbabilitydlvl
Gleamsong 41 3 66 3 66 3
Immolator 22 2 40 2 41 2
Mindcry 41 15 41 15 41 15
Naj\’s Puzzler 35 15 36 15 36 15
The Protector 32 15 34 15 34 15
Rod of Onan 44 15 45 15 45 15
Staff of Shadowsimpossible - 2 000 2 2 200 2
Storm Spire 64 6 45 3 45 3
Thundercall 29 15 31 15 31 15
SwordsNormalNightmareHell
NameProbabilitydlvlProbabilitydlvlProbabilitydlvl
Black Razor 31 2 75 2 79 2
The Bonesaw 18 15 21 15 21 15
The Defender 25 2 55 2 57 2
Doombringer 38 15 38 15 38 15
The Executioner\’s Blade 14 2 19 15 19 15
The Falcon\’s Talon 31 15 33 15 33 15
Gibbous Moonimpossible - 120 2 130 2
Gonnagal\’s Dirkimpossible -impossible -impossible -
The Grandfather 56 15 56 15 56 15
The Grizzly 46 15 46 15 46 15
Gryphons Claw 630 1 1 200 1 1 400 1
Ice Shank 30 3 41 2 42 2
Inferno 34 15 35 15 35 15
Lightsabre 26 15 28 15 28 15
Shadowhawk 20 15 23 15 23 15
Wizardspike 22 15 25 15 25 15

Probabilities in Hellfire

The reason most unique items are more likely in a Hellfire game than in a Diablo game is of course due to the fact that a Hellfire game has two additional dungeons with lots of more

monsters and other sources for items.

ArmorNormalNightmareHell
NameProbabilitydlvlProbabilitydlvlProbabilitydlvl
Demonspike Coatimpossible -impossible -impossible -
The Gladiator\’s Bane 20 15 18 15 18 15
Leather of Aut 15 15 17 15 17 15
Naj\’s Light Plate 30 15 29 15 29 15
Nightscape 26 15 27 15 27 15
The Rainbow Cloak 12 2 17 15 17 15
Scavenger Carapace 28 15 23 15 23 15
Sparking Mailimpossible - 140 4 140 4
Torn Flesh of Souls 12 2 19 17 17 15
Wisdom\’s Wrap 13 2 17 15 17 15
Armor of Gloomimpossible -impossible -impossible -
Bone Chain Armor 24 15 23 15 23 15
Demon Plate Armor 46 15 42 15 42 15
AxesNormalNightmareHell
NameProbabilitydlvlProbabilitydlvlProbabilitydlvl
Aguinara\’s Hatchet 20 15 22 15 22 15
Bloodslayerimpossible - 150 2 160 2
The Celestial Axe 92 5 47 2 48 2
Hellslayer 25 15 26 15 26 15
The Manglerimpossible -impossible -impossible -
Messerschmidt\’s Reaver 24 15 42 15 42 15
Sharp Beakimpossible - 1 300 2 1 500 2
Stonecleaver 18 15 19 15 19 15
Wicked Axe 15 15 17 15 17 15
BowsNormalNightmareHell
NameProbabilitydlvlProbabilitydlvlProbabilitydlvl
The Blackoak Bow 42 3 60 2 62 2
Bow of the Dead 240 4 84 2 88 2
The Celestial Bowimpossible - 1 300 2 1 500 2
Deadly Hunterimpossible - 2 300 2 2 600 2
Eaglehorn 45 15 45 15 45 15
Flamedart 65 5 96 5 97 5
Fleshstinger 22 15 23 15 23 15
The Needler 12 2 17 15 17 15
The Rift Bow 600 1 2 800 1 3 100 1
Windforce 30 15 28 15 28 15
Blitzen 22 15 23 15 23 15
Flambeau 130 4 210 5 210 5
Gnat Sting 25 15 26 15 26 15
ClubsNormalNightmareHell
NameProbabilitydlvlProbabilitydlvlProbabilitydlvl
Baranar\’s Star 13 2 17 15 17 15
The Celestial Star 17 15 17 15 17 15
Civerb\’s Cudgel 17 2 26 2 26 2
Crackrustimpossible -impossible -impossible -
The Cranium Basher 21 15 22 15 22 15
Dreamflange 45 15 45 15 45 15
Gnarled Root, Club 17 15 20 15 20 15
Gnarled Root, Spiked Club 17 15 20 15 20 15
Hammer of Jholm 350 5 63 2 66 2
Lightforgeimpossible -impossible -impossible -
Schaefer\’s Hammer 26 15 27 15 27 15
Thunderclap 130 3 170 3 170 3
HelmsNormalNightmareHell
NameProbabilitydlvlProbabilitydlvlProbabilitydlvl
Fool\’s Crest 20 15 22 15 22 15
Gotterdamerung 32 15 32 15 32 15
Helm of Spritsimpossible - 130 2 140 2
Overlord\’s Helm 120 4 120 4 120 4
Royal Circlet 47 15 47 15 47 15
Thinking Cap 15 15 18 15 18 15
JewelryNormalNightmareHell
NameProbabilitydlvlProbabilitydlvlProbabilitydlvl
The Bleederimpossible - 65 2 71 2
Brambleimpossible -impossible -impossible -
Constricting Ring 28 2 16 2 17 2
Ring of Engagement 4 15 4 15 4 15
Ring of Reghaimpossible - 120 1 130 1
Amulet of Warding 2 H3 2 H3 2 H3
Acolytes Amulet 110 4 83 4 83 4
Giant\’s Knuckleimpossible -impossible -impossible -
Gladiators Ring 190 7 150 4 160 4
Karik\’s Ringimpossible -impossible -impossible -
Mercurial Ringimpossible -impossible -impossible -
Ring of Magmaimpossible -impossible -impossible -
Ring of the Mysticsimpossible -impossible -impossible -
Ring of Thunder 86 3 52 3 53 3
Xorine\’s Ringimpossible -impossible -impossible -
ShieldsNormalNightmareHell
NameProbabilitydlvlProbabilitydlvlProbabilitydlvl
Blackoak Shield 15 15 17 15 17 15
The Deflectorimpossible -impossible -impossible -
Dragon\’s Breach 24 15 17 15 17 15
Holy Defender 20 15 21 15 21 15
Split Skull Shield 12 2 17 15 17 15
Stormshield, Gothic Shield 38 15 38 15 38 15
Stormshield, Tower Shield 39 15 38 15 38 15
StavesNormalNightmareHell
NameProbabilitydlvlProbabilitydlvlProbabilitydlvl
Gleamsong 42 3 67 3 67 3
Immolator 22 2 41 2 42 2
Mindcry 31 15 31 15 31 15
Naj\’s Puzzler 27 15 28 15 28 15
The Protector 26 15 27 15 27 15
Rod of Onan 5 C4 5 C4 5 C4
Staff of Shadowsimpossible - 2 200 2 2 400 2
Storm Spire 65 6 45 3 45 3
Thundercall 24 15 25 15 25 15
SwordsNormalNightmareHell
NameProbabilitydlvlProbabilitydlvlProbabilitydlvl
Black Razor 33 2 77 2 80 2
The Bonesaw 16 15 18 15 18 15
The Defender 26 2 56 2 58 2
Doombringer 29 15 29 15 29 15
The Executioner\’s Blade 12 2 17 15 17 15
The Falcon\’s Talon 25 15 26 15 26 15
Gibbous Moonimpossible - 120 2 130 2
Gonnagal\’s Dirkimpossible -impossible -impossible -
The Grandfather 47 15 47 15 47 15
The Grizzlyimpossible -impossible -impossible -
Gryphons Claw 760 1 1 300 1 1 500 1
Ice Shank 31 3 42 2 43 2
Infernoimpossible -impossible -impossible -
Lightsabre 22 15 23 15 23 15
Shadowhawk 18 15 19 15 19 15
Wizardspike 19 15 21 15 21 15
Diamondedge 27 15 28 15 28 15
Eater of Souls 35 15 35 15 36 15
Shirotachi 100 11 100 11 100 11

Probabilities of finding magical items

It would of course be possible to do similar tables for magical items, as for unique items. However, due to the almost infinite number of possible magical items as well as severe

problems to do any probabilities for such items that are sold in town (especially in Hellfire), it is my decision to not have any such information in this guide.

Summary of various item properties

This chapter summarizes various properties of items and lets you review them without being confused by other non related properties. All data below can of course be found in the

complete tables in chapter 3.1 - 3.5. To make it as convenient as possible, I have tried to have each summary on its own page or opening.

=== Levels of base items=== Below is a list of all the base items in the game. It has been divided into two different tables: equipable items (excluding jewelry) and other items. The items are sorted by their

qlvl.

Armor and Weapons
ItemqlvlItemqlvlItemqlvl
Buckler1Spiked Club4Ring Mail11
Cap1Claymore5Full Helm12
Cape1Long Bow5Great Axe12
Club1Small Shield5War Staff12
Dagger1War Hammer5Chain Mail13
Rags1Composite Staff6Kite Shield14
Sable1Large Axe6Two-Handed Sword14
Short Bow1Leather Armor6Scale Mail15
Short Staff1Long Sword6Short War Bow15
Short Sword1Composite Bow7Breast Plate16
Cloak2Flail7Crown16
Falchion2Hard Leather Armor7Great Sword17
Mace2Broad Axe8Splint Mail17
Small Axe2Broad Sword8Long War Bow19
Hunter\’s Bow3Helm8Plate Mail19
Morning Star3Large Shield9Great Helm20
Robe3Quarter Staff9Tower Shield20
Axe4Short Battle Bow9Field Plate21
Blade4Studded Leather Armor9Gothic Plate23
Long Staff4Bastard Sword10Gothic Shield23
Quilted Armor4Battle Axe10Full Plate Mail25
Scimitar4Maul10
Skull Cap4Long Battle Bow11
Other base items
ItemqlvlItemqlvlItemqlvl
Blacksmith Oil11Rune if Lightning14Scroll of Golem10
Oil of Accuracy11Scroll of Town Portal4Scroll of Chain Lightning10
Oil of Sharpness11Ring5Scroll of Flame Wave10
Potion of Full Healing1Scroll of Flash6Scroll of Guardian12
Potion if Full Mana1Scroll of Stone Curse6Book of14
Potion of Healing1Scroll of Phasing6Scroll of Nova14
Potion of Mana1Greater Rune of Fire17Scroll of Teleport14
Rune of Fire11Greater Rune of Lightning17Elixir of Dexterity15
Scroll of Healing1Potion of Full Rejuvenation7Elixir of Magic15
Scroll of Identify1Rune of Stone17Elixir of Strength15
Scroll of Inferno1Amulet8Ring15
Scroll of Resurrect1Book of8Amulet16
Book of2Scroll of Fireball8Book of20
Potion of Rejuvenation3Scroll of Infravision8Elixir of Vitality20
Scroll of Lightning3Scroll of Mana Shield8Scroll of Apocalypse22
Scroll of Search13Oil of110
Scroll of Fire Wall4Ring10

1 Only available in Hellfire.

=== Levels of spells on books and staves=== When spells are attached to books and staves (they never exist on scrolls as each scroll is a separate base item), they also have a qlvl, and that differs between books and staves.

Below are listed the qlvl for both types sorted in qlvl order.

On booksOn booksOn stavesOn staves
SpellqlvlSpellqlvlSpellqlvlSpellqlvl
Charged Bolt1Ring of Fire15Charged Bolt1Mana Shield5
Fire Bolt1Mana Shield6Fire Bolt1Resurrect5
Healing1Stone Curse6Healing1Ring of Fire15
Heal Other1Phasing7Heal Other1Stone Curse5
Holy Bolt1Chain Lightning8Holy Bolt1Elemental6
Search11Elemental8Inferno1Phasing6
Telekinesis2Fireball8Fire Wall2Chain Lightning7
Fire Wall3Bone Spirit9Lightning Wall12Fireball7
Inferno3Flame Wave9Telekinesis2Bone Spirit7
Town Portal3Guardian9Berserk13Flame Wave8
Berserk13Golem11Reflect13Guardian8
Lightning Wall13Blood Star14Warp13Golem9
Reflect13Immolation114Lightning3Immolation110
Warp13Nova114Search13Nova10
Lightning4Teleport14Town Portal3Teleport12
Flash5Apocalypse119Flash4Blood Star13
Jester14Apocalypse15
Mana15Magi120

1 Only available in Hellfire.

=== Levels of prefixes and suffixes=== The tables below list all prefixes and suffixes according to their qlvl. All the prefixes are found in one table while all the suffixes are found in another table.

PrefixqlvlPrefixqlvlPrefixqlvlPrefixqlvlPrefixqlvl
brass1red4crimson10lightning18dragon\’s27
bronze1white4pearl10blessed19awesome28
dull1clumsy5valiant10lord\’s19king\’s28
fine1crystalline15Paladin\’s10cobalt20master\’s28
frog\’s1raven\’s5doppelgang.111crystal20emerald31
rusted1useless5amber12garnet20holy35
sharp1deadly6gold12massive20ruthless35
spider\’s1fine6vicious12mithril20weird35
weak1grand6glorious14drake\’s21wyrm\’s135
bent3steel6angel\’s15knight\’s23champion\’s40
strong3flaming7serpent\’s15meteoric23godly60
tin3jester\’s17soldier\’s15savage23hydra\’s160
vulnerable3topaz8brutal16obsidian24merciless60
blue4bountiful9crimson16saintly24strange60
hyena\’s4heavy9ivory16arch-angel\’s25
iron4silver9lapis16diamond26
jagged4snake\’s9platinum16ruby26
plentiful4azure10jade18sapphire26

1 Only available in Hellfire.

SuffixqlvlSuffixqlvlSuffixqlvlSuffixqlvlSuffixqlvl
atrophy1quality2skill5thieves11the tiger21
balance1tears2zest5vim11life23
brittleness1the fool3the sky5absorption12perfection23
decay11fragility3craftman.6structure12titans23
dexterity1frailty3the dark6trouble12wizardry23
devastation11illness3protection6shock13the ages25
disease1many3maiming7slaying15gore25
dyslexia1the night3plenty7the wolf15the heavens25
flame1paralysis3the bat8the stars17haste27
the fox1light4the leech8vigor17the lion27
the jackal1pain4radiance8bashing17the zodiac30
magic1the vulture4the eagle9giants17burning35
piercing1the bear5puncturing9precision17carnage35
readiness1blocking5stability10sorcery17the mammoth35
strength1corruption5swiftness10blood19osmosis50
sturdiness1the jaguar5accuracy11speed19slaughter60
thorns1might5brilliance11vampires19thunder60
vitality1the mind5fire11deflection20the whale60
weakness1peril15the moon11harmony20
health2the pit5power11lightning21

1 Only available in Hellfire.

=== Levels of unique items=== The table below lists all unique items according to their qlvl. As quest items are only dropped in special occasions during the quests, they have no qlvl. I have listed them in a

separate table below.

Unique ItemqlvlUnique ItemqlvlUnique Itemqlvl
Black Razor1The Blackoak Bow5Bone Chain Armor113
Bramble1Bow of the Dead5Fleshstinger13
Civerb\’s Cudgel1Constricting Ring5Lightsabre13
Crackrust1Wicked Axe5Scavenger Carapace13
The Defender1Wisdom\’s Wrap5Thunderclap113
The Deflector1The Bonesaw6Thundercall14
Gonnagal\’s Dirk1Gladiator\’s Bane6The Falcon\’s Talon15
Gryphons Claw1Thinking Cap6Gnat Sting115
Hammer of Jholm1Overlords Helm7Hellslayer15
Helm of Sprits1Stonecleaver7Nightscape16
Lightforge1Giant\’s Knuckle18The Protector16
The Rift Bow1Gleamsong8Schaefer\’s Hammer16
Ring of Regha1Karik\’s Ring18Diamondedge117
Split Skull Shield1Mercurial Ring18Inferno17
The Bleeder2Ring of Magma18Windforce17
The Celestial Bow2Shadowhawk8Naj\’s Puzzler18
The Celestial Star2Storm Spire8Doombringer19
Dragon\’s Breach2Ring of the Mystics18Naj\’s Light Plate19
Gibbous Moon2Ring of Thunder18Mindcry20
The Mangler2Xorine\’s Ring18Gotterdamerung21
The Needler2Gnarled Root9Shirotachi121
The Rainbow Cloak2Sparkling Mail9Rod of Onan22
Sharp Beak2Acolytes Amulet110Eater of Souls123
Staff of Shadows2Flamedart10The Grizzly23
Thorn Flesh of Souls2Gladiators Rings110Stormshield24
Bloodslayer3Holy Defender10Armor of Gloom125
Deadly Hunter3Ring of Engagement11Demon Plate Armor125
The Executioner\’s Blade3Flambeau111Demonspike Coat25
Ice Shank3Wizardspike11Messerschmidt\’s Reaver25
Blackoak Shield4Aguinara\’s Hatchet12Dreamflange26
The Celestial Axe4Amulet of Warding112Eaglehorn26
Immolator4The Cranium Basher12The Grandfather27
Leather of Aut4Fool\’s Crest12Royal Circlet27
Baranar\’s Star5Blitzen113

1 Only available in Hellfire.

Unique ItemqlvlUnique ItemqlvlUnique Itemqlvl
Arkaine\’s Valorn/aEmpyrean Bandn/aRing of Truthn/a
Auric Amulet1n/aGriswold\’s Edgen/aThe Undead Crownn/a
Bovine Plate1n/aHarlequin Crestn/aVeil of Steeln/a
The Butcher\’s Cleavern/aOptic Amuletn/a

1 Only available in Hellfire.

=== Effects of prefixes and suffixes=== The tables below are extracted from the more comprehensive ones above and summarize the effects of each prefix and suffix.

+ Strength+ Magic+ Dexterity+ Vitality+ All Attributes
frailty -10 - -6the fool -10 - -6paralysis -10 - -6illness -10 - -6trouble -10 - -6
weakness -5 - -1dyslexia -5 - -1atrophy -5 - -1disease -5 - -1the pit -5 - -1
strength 1 - 5magic 1 - 5dexterity 1 - 5vitality 1 - 5the sky 1 - 3
might 6 - 10the mind 6 - 10skill 6 - 10zest 6 - 10the moon 4 - 7
power 11 - 15brilliance 11 - 15accuracy 11 - 15vim 11 - 15the stars 8 - 11
giants 16 - 20sorcery 16 - 20precision 16 - 20vigor 16 - 20the heavens 12 - 15
titans 21 - 30wizardry 21 - 30perfection 21 - 30life 21 - 30the zodiac 16 - 20
+ Life+ Mana+ Damage Done- Damage Taken1% Steal Life2
corruption -allthe leech 3
the vulture -25 - -11hyena\’s -25 - -11pain +4 - +2blood 5
the jackal -10 - -1frog\’s -10 - -1tears +1
the fox 10 - 15spider\’s 10 - 15quality 1 - 2health 1
the jaguar 16 - 20raven\’s 15 - 20maiming 3 - 5protection 2
the eagle 21 - 30snake\’s 21 - 30slaying 6 - 8absorption 3% Steal Mana2
the wolf 30 - 40serpent\’s 30 - 40gore 9 - 12deflection 4the bat 3
the tiger 41 - 50drake\’s 41 - 50carnage 13 - 16osmosis 5 - 6vampires 5
the lion 51 - 60dragon\’s 51 - 60slaughter 17 - 20
the. mam. 61 - 80wyrm\’s3 61 - 80
the whale 81 - 100hydra\’s3 81 - 100

1 Works for all type of damage, even from spells, but does not work against other players. The damage is reduced before any resistance is applied but after the thieves effect. The

damage will never be reduced below 1. 2 The amount is based on damage done even if the monster has less HP left. Note that two items of life stealing, or two items of mana stealing are not cumulative with each other.

An item of blood/vampire will take precedence over an item one of the leech/the bat. ). An exception is The Undead Crown which is cumulative with both an item of blood or an item of the

leech for a total of 3% to 15.5% or 5% to 17.5% life stealing. The Helm of Sprits, Shadowhawk, and The Eater of Souls are treated as items of blood. The Eater of Souls are treated as an

item of vampire. Does not work against players. See chapter 6.1.4 for more information. 3 Only available in Hellfire.

+% To Hit / +% Damage Done+% To Hit+% Damage Done+% Armor Class6
useless -100
clumsy -10 - -6 / -75 - -50tin -10 - -6bent -75 - -50vulnerable -100 - -51
dull -5 - -1 / -45 - -25brass -5 - -1weak -45 - -25rusted -50 - -25
sharp1 1 - 5 / 20 - 35bronze 1 - 5jagged 20 - 35fine 20 - 30
fine 6 - 10 / 36 - 50iron 6 - 10deadly 36 - 50strong 31 - 40
Paladin\’s 11 - 15 / 51 - 65steel 11 - 15heavy 51 - 65grand 41 - 55
soldier\’s 16 - 20 / 66 - 80silver 16 - 20vicious 66 - 80valiant 56 - 70
lord\’s 21 - 30 / 81 - 95gold 21 - 30brutal 81 - 95glorious 71 - 90
knight\’s 31 - 40 / 96 - 110platinum 31 - 40massive 96 - 110blessed 91 - 110
master\’s 41 - 50 / 111 - 125mithril 41 - 60savage 111 - 125saintly 111 - 130
champion\’s 51 - 75 / 126 - 150meteoric 61 - 80ruthless 126 - 150awesome 131 - 150
king\’s 76 - 100 / 151 - 175weird 81 - 100merciless 151 - 175holy 151 - 170
doppelganger\’s2,3 21 - 30 / 81 - 95strange 101 - 150decay2,4 150 - 250godly 171 - 200
crystalline2,5 200 - 280

1 Is treated by the game as a cursed item during item creation so you will, for example, not be able to buy it in town. 2 Only available in Hellfire. 3 Has a 5% chance of duplicating any monster hit except Diablo and unique monsters. 4 Bonus decreases by 5% each hit. When reaching -100%, the item is destroyed. 5 Also has from -30 to -70% lower durability. 6 There is a minimum increase of 1 in AC. That is, even if the percentage will give an increase to AC less than one, it will be increased by at least one. Due to a bug, any

decrease in AC less than 1 will be transformed into a positive increase by 1.

+% Resist Magic1+% Resist Fire1+% Resist Light.1+% Resist All1+ Spell Levels
white 10 - 20red 10 - 20blue 10 - 20topaz 10 - 15angel\’s 1 lvl
pearl 21 - 30crimson 21 - 30azure 21 - 30amber 16 - 20arch-angel\’s 2 lvls
ivory 31 - 40crimson 31 - 40lapis 31 - 40jade 21 - 30
crystal 41 - 50garnet 41 - 50cobalt 41 - 50obsidian 31 - 40
diamond 51 - 60ruby 51 - 60sapphire 51 - 60emerald 41 - 50

1 Is applied after any effects from thieves and -damage. It can reduce damage below 1.

+ Fire Damage1+ Lightning Damage1Damage / Penet. Armor2 Charges
flame 1 - 3shock 1 - 6piercing 2 - 6 / 254 %plentiful 2
fire 1 - 6lightning 1 - 10puncturing 4 - 12 / 504 %bountiful 3
flaming3 1 - 10lightning3 2 - 20bashing 8 - 24 / 754 %
burning 1 - 16thunder 1 - 20

1 There are quite a few bugs associated with fire and lightning arrows which make them often deal erroneous damage (way too high or no additional damage at all). 2 In Diablo these suffixes lower the AC of the target by a specific random amount in the range shown in the table. In Hellfire they reduce the AC of the target by a certain

percentage shown in the table. It does not work against players. The exact value (in Diablo) is determined at the time of creation of the item and the extra To Hit is never shown on the

character screen. 3 A prefix on non bow weapons. All others are suffixes on bows only. 4 Add 12.5 when used by a Gladiator.

+% Light Radius1Weapon Speed2Hit Recovery3+% Durability
the dark -40fragility =1
the night -20brittleness -26 - -75
light 20readiness4,5 quickbalance faststurdiness 26 - 75
radiance 40swiftness5 faststability fastercraftsmanship 51 - 100
speed fasterharmony fasteststructure 101 - 200
haste6 fastestmany7 100
plenty7 200
the ages indestructible

1 Also affects the distance at which you activate monsters. A higher value means at a greater distance. There is no additional effect of wearing more than +50% or less than -80%

light radius. As a curiosity, the light radius is always one square less in the catacombs and it is always the highest light radius you have had on a level that counts, even if you

later lower it. 2 A Assassin only benefits from the fastest weapon. 3 A character only benefits from the fastest one, as they are not cumulative. The exception is if you have one of each in which case you will, in Diablo only, receive a further

reduction in hit recovery time. See chapter 2.2.1 for more information. 4 Has no effect in Diablo. 5 In Hellfire, it makes the arrows travel faster on bows instead of decreasing the "swing" speed. 6 Has the same effect as speed despite what is said in the latest Diablo patch (1.07). 7 Suffix for bows only. All others are suffixes for non bow weapons.

Other Prefixes/SuffixesMagical Effect
the bear2knocks target back
blocking2fast block
thieves1,2,3absorbs half of trap damage
thorns1,2attacker takes 1-3 damage
devastation1,2,4,5,65% chance of doing 3 damage
jester\’s1,2,4,5,7each swing do 0-6 damage9
peril1,2,4,6,82 damage to monster, 1 damage to user

1 Does not work versus players. 2 These effects are not cumulative if you have them more than once. They are cumulative with other effects though. 3 In Hellfire it also absorbs half arrow and magical damage (magic, fire, lightning and apocalypse) from monster attacks. It is applied before both -damage and resistance. 4 Only available in Hellfire. 5 Damage bonus applies to total damage, not just weapon damage. 6 Does not work on bows. 7 A prefix. 8 Affects total damage versus monsters but only weapon damage and character damage versus user. This damage is modified by any -damage from enemies, though. 9 The game erroneously states it does 0-5. Average value is 2. For more details, see chapter 6.2.1. Does not work against Diablo or unique monsters.

Occurrence of prefixes and suffixes

The tables below are extracted from the more comprehensive ones above and summarize the occurrences of prefixes and suffixes. The following abbreviations are used:

A Armor and Helmst Staves in Hellfire only
S ShieldsB Bows
W Weapons (Axes, Clubs and Swords)J Jewelry
T Staves
+ Strength+ Magic+ Dexterity+ Vitality+ All Attributes
frailty ASW–BJthe fool ASWTBJparalysis ASW–BJillness ASW–BJtrouble ASWtBJ
weakness ASWtBJdyslexia ASWTBJatrophy ASWtBJdisease ASWtBJthe pit ASWtBJ
strength ASWtBJmagic ASWTBJdexterity ASWtBJvitality ASWtBJthe sky ASWtBJ
might ASW–BJthe mind ASWTBJskill ASW–BJzest ASW–BJthe moon ASWtBJ
power ASW–BJbrilliance ASWTBJaccuracy ASW–BJvim ASW–BJthe stars A–WtBJ
giants A–W–BJsorcery A–WTBJprecision A–W–BJvigor A–W–BJthe heav. ––W–BJ
titans ––W––Jwizardry –––T–Jperfection ––––BJlife –––––Jthe zodiac –––––J
+ Life+ Mana+ Damage Done- Damage Taken% Steal Life
corruption ASW–––the leech ––W–––
the vult. AS–––Jhyena\’s –––T–Jpain AS–––Jblood ––W–––
the jackal AS–––Jfrog\’s –––T–Jtears AS–––J
the fox AS–––Jspider\’s –––T–Jquality ––WtB–health AS–––J
the jaguar AS–––Jraven\’s –––T–Jmaiming ––WtB–protection AS––––
the eagle AS–––Jsnake\’s –––T–Jslaying ––W–––absorption AS––––% Steal Mana
the wolf AS–––Jserpent\’s –––T–Jgore ––W–––deflection A–––––the bat ––W–––
the tiger AS–––Jdrake\’s –––T–Jcarnage ––W–––osmosis A–––––vampires ––W–––
the lion A––––Jdragon\’s –––T–Jslaughter ––W–––
the mam. A–––––wyrm\’s1 –––t–J
the whale A–––––hydra\’s1 –––t–J

1 Only available in Hellfire

+% To Hit / +% Damage Done+% To Hit+% Damage Done+% Armor
useless ––WtB–
clumsy ––WTB–tin ––W–BJbent ––WtB–vulnerable AS––––
dull ––WTB–brass ––W–BJweak ––WtB–rusted AS––––
sharp ––WTB–bronze ––W–BJjagged ––WtB–fine AS––––
fine ––WTB–iron ––W–BJdeadly ––WtB–strong AS––––
Paladin\’s ––WTB–steel ––W–BJheavy ––WtB–grand AS––––
soldier\’s ––WT––silver ––W–BJvicious ––WtB–valiant AS––––
lord\’s ––WT––gold ––W–BJbrutal ––WtB–glorious AS––––
knight\’s ––WT––platinum ––W–B–massive ––WtB–blessed AS––––
master\’s ––WT––mithril ––W–B–savage ––WtB–saintly AS––––
champion\’s ––WT––meteoric ––W–B–ruthless ––WtB–awesome AS––––
king\’s ––WT––weird ––W–B–merciless ––WtB–holy AS––––
doppelganger\’s1 --Wt--strange ––W–B–decay1 --WtB-godly AS––––
crystalline1 --W---

1 Only available in Hellfire

+ % Resist Magic+ % Resist Fire+ % Resist Light.+ % Resist All+ Spell Levels
white ASWTBJred ASWTBJblue ASWTBJtopaz ASWTBJangel\’s –––T––
pearl ASWTBJcrimson ASWTBJazure ASWTBJamber ASWTBJarch-angel\’s –––T––
ivory ASWTBJcrimson ASWTBJlapis ASWTBJjade ASWTBJ
crystal ASWTBJgarnet ASWTBJcobalt ASWTBJobsidian ASWTBJ
diamond ASWTBJruby ASWTBJsapphire ASWTBJemerald –SWTB–
+ Fire Damage+ Lightning DamageDamage / Penet. Armor Charges
flame ––––B–shock ––––B–piercing ––W–B–plentiful ––––T––
fire ––––B–lightning ––––B–puncturing ––W–B–bountiful ––––T––
flaming ––WT––lightning ––WT––bashing ––W–––
burning ––––B–thunder ––––B–
+% Light RadiusWeapon SpeedHit RecoveryDurability
the dark A–W––Jfragility ASW–––
the night A–W––Jbrittleness ASW–––
light A–W––Jreadiness ––WTB–balance A––––Jsturdiness ASW–––
radiance A–W––Jswiftness ––WTB–stability A––––Jcraftsmanship ASW–––
speed ––WT––harmony A––––Jstructure ASW–––
haste ––WT––many ––––B–
plenty ––––B–
the ages ASWt––
Other Prefixes/Suffixes in DiabloOther Prefixes/Suffixes in Hellfire
the bear ––WTB–devastation --WtB-
blocking –S––––jester\’s --W---
thieves AS–––Jperil --WtB-
thorns AS––––
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