Jarulf’s Guide: Items
From The Hell
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.
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 | |||||
| Type | Armor Class | Durability | Requirements | Price | qlvl |
| 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 | |||||
| Type | Damage | Durability | Requirements | Price | qlvl |
| 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 | |||||
| Type | Damage | Durability | Requirements | Price | qlvl |
| 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 | |||||
| Type | Damage | Durability | Requirements | Price | qlvl |
| 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 | |||||
| Type | Armor Class | Durability | Requirements | Price | qlvl |
| 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 | |||||
| Type | Armor Class | Durability | Requirements | Price | qlvl |
| 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 | |||||
| Type | Damage | Durability | Requirements | Price | qlvl |
| 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 | |||||
| Type | Damage | Durability | Requirements | Price | qlvl |
| 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 | ||||
| Type | Durability | Requirements | Price | qlvl |
| Ring | indestructible | 1 000 | 5, 10, 15 | |
| Amulet | indestructible | 1 200 | 8, 16 |
1 Jewelry always has a prefix and/or a suffix, unless being unique.
| Quest Items1 | |||||
| Type | Based on | Damage | Armor Class | Durability | Requirements |
| Arkaine\’s Valor | ring mail | 0 - 0 | 40 | ||
| Bovine Plate | full plate mail | 0 - 0 | 40 | 50 Str | |
| Cleaver | axe | 4 - 24 | 10 | ||
| Griswold\’s Edge | broad sword | 4 - 12 | 50 | 40 Str | |
| Harlequin Crest | cap | 0 - 0 | 15 | ||
| The Undead Crown | crown | 15 - 15 | 50 | ||
| Veil of Steel | great 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.
| Type | Price | qlvl |
| 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.
| Rune1 | Cost | qlvl | Effect2 | Requirement |
| Rune of Fire | 100 | 1 | Casts Fireball | No requirement |
| Rune of Lightning | 200 | 3 | Casts Lightning Wall | Requires 13 magic |
| Rune of Stone | 300 | 7 | Casts Stone Curse | Requires 25 magic |
| Greater Rune of Fire | 400 | 7 | Casts Immolation | Requires 42 magic |
| Greater Rune of Lightning | 500 | 7 | Casts Nova | Requires 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.
| Oil1 | Cost | qlvl | Effect2 |
| Blacksmith Oil3 | 100 | 1 | Restores 20% of durability or add 1 to max durability |
| Oil of Accuracy | 500 | 1 | Adds 1-2% To Hit (if < 50) |
| Oil of Sharpness | 500 | 1 | Adds 1 to max damage (if < 30) |
| Blacksmith3 | 100 | 1 | Restores 20% of durability or add 1 to max durability (if < 100) |
| Fortitude3 | 2 500 | 5 | Adds 10-50 to max and current durability (if < 200) |
| Permanence3,4 | 15 000 | 17 | Makes an item indestructible |
| Accuracy4 | 500 | 1 | Adds 1-2% To Hit (if < 50) |
| Mastery4 | 2 500 | 10 | Adds 3-5% To Hit (if < 100) |
| Hardening4 | 2 500 | 1 | Adds 1-2 AC (if < 60) |
| Imperviousness4 | 2 500 | 10 | Adds 3-5 AC (if < 120) |
| Sharpness4 | 500 | 1 | Adds 1 to max damage (if max-min < 30)5 |
| Death4 | 2 500 | 10 | Adds 1 to min damage and 2 to max damage (if max-min < 30)5 |
| Skill4 | 1 500 | 4 | Decreases 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.
| Potion | Cost | qlvl | Effect |
| Potion of Healing1 | 50 | 1 | Restores some of your life |
| Potion of Full Healing | 150 | 1 | Restores all of your life |
| Potion of Mana1 | 50 | 1 | Restores some of your mana |
| Potion of Full Mana | 150 | 1 | Restores all of your mana |
| Potion of Rejuvenation1 | 120 | 3 | Restores some of your life and mana |
| Potion of Full Rejuvenation | 600 | 7 | Restores all of your life and mana |
1 See below for information on how much mana/life is restored.
| Elixir1 | Cost | qlvl | Effect |
| Elixir of Strength | 5 000 | 15 | Increases strength by one |
| Elixir of Magic | 5 000 | 15 | Increases magic by one3 |
| Elixir of Dexterity | 5 000 | 15 | Increases dexterity by one |
| Elixir of Vitality | 5 000 2 | 20 | Increases vitality by one4 |
- 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.
- Elixirs of Vitality cannot be bought, only found in the dungeons.
- In Hellfire it also restores all of your mana.
- 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.
| Type | Paladin | Scout | Mage | Monk | Assassin | Gladiator |
| Healing | 2.0 | 1.5 | 1.0 | 1.51 | 1.51 | 2.0 |
| Mana | 1.0 | 1.5 | 2.0 | 1.51 | 1.51 | 1.0 |
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.
| Spell | Book | Scroll | Staff | ||||
| Price | qlvl | Price | qlvl | Multiplier (P) | Charges | qlvl | |
| 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.
| Spell | Book | Scroll | Staff | ||||
| New in Hellfire | Price | qlvl | Price | qlvl | Multiplier (P) | Charges | qlvl |
| 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 Diablo | Quest | Item in Hellfire1 | Quest |
| Anvil of Fury | Anvil of Fury | Brown Suit | The Jersey\’s Jersey |
| Black Mushroom | Black Mushroom | Cathedral Map | Grave Matters |
| Blood Stone2 | Valor | Grey Suit | The Jersey\’s Jersey |
| Brain | Black Mushroom | Reconstructed Note | Torn Notes |
| Ear3 | n/a | Rune Bomb | Farmer\’s Orchard |
| Fungal Tome | Black Mushroom | Theodore | Little Girl |
| Golden Elixir | Lachdanan | Torn Note 1 | Torn Notes |
| Heart3,4 | n/a | Torn Note 2 | Torn Notes |
| Magic Rock | The Magic Rock | Torn Note 3 | Torn Notes |
| Spectral Elixir | Black Mushroom | ||
| Staff of Lazarus | Archbishop Lazarus | ||
| Tavern Sign | Ogden\’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 Helms | t Staves, but only in Hellfire |
| S Shields | B Bows |
| W Weapons (Axes, Clubs and Swords) | J Jewelry |
| T Staves |
| + Strength | |||||||
| Suffix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 | |||||||
| Suffix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 | |||||||
| Suffix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 | |||||||
| Suffix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 | |||||||
| Suffix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 | |||||||
| Suffix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 | |||||||
| Prefix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 | |||||||
| Prefix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 | |||||||
| Prefix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 | ||||||||
| Prefix | To Hit | Damage | Occurrence | qlvl | Steps1 | Base-Max | Range | Multiplier |
| 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 | |||||||
| Prefix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 | |||||||
| Suffix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 | |||||||
| Suffix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 | |||||||
| Suffix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 | |||||||
| Suffix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 | |||||||
| Suffix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 | |||||||
| Suffix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 | |||||||
| Prefix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 | |||||||
| Prefix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 | |||||||
| Prefix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 | |||||||
| Prefix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 | |||||||
| Prefix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| angel\’s | 1 | –––T–– | 15 | 25 000 | 2 | ||
| arch-angel\’s | 2 | –––T–– | 25 | 50 000 | 3 |
| Charges | |||||||
| Prefix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| plentiful | 2 | –––T–– | 4 | 2 000 | 2 | ||
| bountiful | 3 | –––T–– | 9 | 3 000 | 3 |
| Damage / Penetrate Armor1 | ||||||||
| Suffix | Value2 | Value3 | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 | |||||||
| Suffix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 | |||||||
| Suffix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| readiness2,3 | quick | ––WTB– | 1 | 2 000 | 2 | ||
| swiftness3 | fast | ––WTB– | 10 | 4 000 | 4 | ||
| speed | faster | ––WT–– | 19 | 8 000 | 8 | ||
| haste4 | fastest | ––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 | |||||||
| Suffix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| balance1 | fast | A––––J | 1 | 2 000 | 2 | ||
| stability1 | faster | A––––J | 10 | 4 000 | 4 | ||
| harmony1 | fastest | 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 | |||||||
| Suffix | Value | Occurrence | qlvl | Steps | Base-Max | Range | Multiplier |
| 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 ages | indestruct. | ASWt–– | 25 | 600 | 5 |
| Other | |||||
| Suffix | Effect | Occurrence | qlvl | Base-Max | Multiplier |
| the bear2 | knocks target back | ––WTB– | 5 | 750 | 2 |
| blocking2 | fast block | -S---- | 5 | 4 000 | 4 |
| thieves1,2,3 | absorbs half trap damage | AS–––J | 11 | 1 500 | 2 |
| thorns1,2 | attacker takes 1-3 damage | AS–––– | 1 | 500 | 2 |
| devastation1,2,4,5,6 | 5% chance of doing 3 damage | ––WtB– | 1 | 1 200 | 3 |
| jester\’s1,2,4,5,7 | each 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 | |||||
| Name | Base item | Price | qlvl | Pic | Magical Effects |
| Arkaine\’s Valor1 | Arkaine\’s Valor | 42 000 | n/a | Yes | AC 25, +10 vitality, -3 damage from enemies, fastest hit recovery |
| Demonspike Coat | full plate mail | 251 175 | 25 | AC 100, +10 strength, +50% resist fire, -6 damage from enemies, indestructible | |
| The Gladiator\’s Bane | studded leather armor | 3 450 | 6 | AC 25, -3 all attributes, -2 damage from enemies, high durability (135) | |
| Leather of Aut | leather armor | 10 550 | 4 | AC 15, +5 strength, -5 magic, +5 dexterity, indestructible | |
| Naj\’s Light Plate | plate mail | 78 700 | 19 | Yes | +5 magic, +20 mana, +20% resist all, +1 spell level, no strength requirements |
| Nightscape | cape | 11 600 | 16 | Yes2 | AC 15, +3 dexterity, +20% resist all, faster hit recovery, -40% light radius |
| The Rainbow Cloak | cloak | 4 900 | 2 | Yes2 | AC 10, +1 all attributes, +5 life, +10% resist all, high durability (27) |
| Scavenger Carapace | breast plate | 14 000 | 13 | AC -6 - -10, +5 dexterity, +40% resist lightning, -15 damage from enemies | |
| Sparking Mail | chain mail | 15 750 | 9 | AC 30, 1-10 lightning damage | |
| Torn Flesh of Souls | rags | 4 825 | 2 | Yes | AC 8, +10 vitality, -1 damage from enemies, indestructible |
| Wisdom\’s Wrap | robe | 6 200 | 5 | Yes2 | AC 15, +5 magic, +10 mana, +25% resist lightning, -1 damage from enemies |
| Armor of Gloom | full plate mail | 200 000 | 25 | Yes | AC 225, all resistances=0%, -20% light radius, no strength requirements |
| Bone Chain Armor | chain mail | 36 000 | 13 | Yes | AC 40, AC 60 vs. Undead |
| Bovine Plate3 | Bovine Plate | 400 | n/a | Yes | AC 150, -50 mana, +30% resist all, -2 spell levels, +50% light radius, indestructible |
| Demon Plate Armor | full plate mail | 80 000 | 25 | Yes | AC 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 | |||||
| Name | Base item | Price | qlvl | Pic | Magical Effects |
| Aguinara\’s Hatchet | small axe | 24 800 | 12 | +10 magic, +75% resist magic, +1 spell level, | |
| Bloodslayer | broad axe | 2 500 | 3 | Yes1 | -5 all attributes, +100% damage, +200% damage versus demons2, -1 spell level |
| The Butcher\’s Cleaver3 | cleaver | 3 650 | n/a | Yes | +10 strength, unusual damage (4-24), altered durability (10) |
| The Celestial Axe | battle axe | 14 100 | 4 | -15 strength, +15 life, +15% to hit, no strength requirements | |
| Hellslayer | battle axe | 26 200 | 15 | +8 strength, +8 vitality, +25 life, -25 mana, +100% damage | |
| The Mangler | large axe | 2 850 | 2 | Yes1 | -5 magic, -5 dexterity, -10 mana, +200% damage |
| Messerschmidt\’s Reaver | great axe | 58 000 | 25 | Yes | +5 all attributes, -50 life, +15 damage, +200% damage, 2-12 fire damage |
| Sharp Beak | large axe | 2 850 | 2 | Yes4 | -10 magic, +20 life, -10 mana |
| Stonecleaver | broad axe | 23 900 | 7 | Yes | +30 life, +20% to hit, +50% damage, +40% resist lightning |
| Wicked Axe | large axe | 31 150 | 5 | Yes4 | +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 | |||||
| Name | Base item | Price | qlvl | Pic | Magical Effects |
| The Blackoak Bow | long bow | 2 500 | 5 | +10 dexterity, -10 vitality, +50% damage, -10% light radius | |
| Bow of the Dead | composite bow | 2 500 | 5 | Yes1 | -3 vitality, +4 dexterity, +10% to hit, -20% light radius, altered durability (30) |
| The Celestial Bow | long bow | 1 200 | 2 | Yes | AC 5, +2 damage, no strength requirement |
| Deadly Hunter | composite bow | 8 750 | 3 | Yes1 | -5 magic, +20% to hit, +200% damage versus demons |
| Eaglehorn | long battle bow | 42 500 | 26 | Yes1 | +20 dexterity, +50% to hit, +100% damage, indestructible |
| Flamedart | hunter\’s bow | 14 250 | 10 | +20% to hit, +40% resist fire, 1-6 fire arrows2 | |
| Fleshstinger | long bow | 16 500 | 13 | +15 dexterity, +40% to hit, +80% damage, high durability (37) | |
| The Needler | short/cross bow | 8 900 | 2 | Yes | +50% to hit, unusual item damage (1-3), fast attack |
| The Rift Bow | short bow | 1 800 | 1 | -3 dexterity, +2 damage, random speed arrows | |
| Windforce | long war bow | 37 750 | 17 | Yes | +5 strength, +200% damage, knocks target back |
| Blitzen | composite bow | 30 000 | 13 | Yes | Lightning damage10-153, unusual item damage (0), indestructible |
| Flambeau | composite bow | 30 000 | 11 | Yes | Fireball damage 15-204, unusual item damage (0), indestructible |
| Gnat Sting | hunter\’s bow | 30 000 | 15 | Yes | multiple 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 | |||||
| Name | Base item | Price | qlvl | Pic | Magical Effects |
| Baranar\’s Star | morning star | 6 850 | 5 | -4 dexterity, +4 vitality, +12% to hit, +80% damage, quick attack, altered durability (60) | |
| The Celestial Star | flail | 7 810 | 2 | Yes1 | AC -8, +10 damage, +20% light radius, no strength requirement |
| Civerb\’s Cudgel | mace | 2 000 | 1 | -2 magic, -5 dexterity, +200% damage versus demons2 | |
| Crackrust | mace | 11 375 | 1 | +2 all attributes, +15% resist all, +50% damage, -1 spell level, indestructible | |
| The Cranium Basher | maul | 36 500 | 12 | Yes1 | +15 strength, -150 mana, +20 damage, +5% resist all, indestructible |
| Dreamflange | mace | 26 450 | 26 | +30 magic, +50 mana, +50% resist magic, +1 spell levels, +20% light radius | |
| Gnarled Root | club/spiked club | 9 820 | 9 | AC -10, +5 magic, +10 dexterity, +20% to hit, +10% resist all, +300% damage | |
| Hammer of Jholm | maul | 8 700 | 1 | +3 strength, +4-10% damage, +15% to hit, indestructible | |
| Lightforge3 | mace | 26 675 | 1 | +8 all attributes, +25% to hit, +150% damage, +10-20 fire damage, +40% light radius, indestructible | |
| Schaefer\’s Hammer | war hammer | 56 125 | 16 | +50 life, +75% resist lightning, +30% to hit, -100% damage, 1-50 lightning damage, +10% light radius | |
| Thunderclap | war hammer | 30 000 | 13 | Yes | +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 | |||||
| Name | Base item | Price | qlvl | Pic | Magical Effects |
| Fool\’s Crest | helm | 10 150 | 12 | Yes | -4 all attributes, +100 life, +1- +6 damage from enemies, 1-3 damage to attacker |
| Gotterdamerung | great helm | 54 900 | 21 | Yes1 | AC 60, +20 all attributes, all resistances=0%2, -4 damage from enemies, -40% light radius |
| Harlequin Crest3 | Harlequin Crest | 4 000 | n/a | Yes | AC -3, +2 all attributes, +7 mana, +7 life, -1 damage from enemies |
| Helm of Sprits | helm | 7 525 | 1 | Yes4 | 5% steal life |
| Overlord\’s Helm | helm | 12 500 | 7 | Yes | +20 strength, -20 magic, +15 dexterity, +5 vitality, altered durability (15) |
| Royal Circlet | crown | 24 875 | 27 | Yes | AC 40, +10 all attributes, +40 mana, +10% light radius |
| Thinking Cap | skull cap | 2 020 | 6 | Yes | +30 mana, +20% resist all, +2 spell levels, altered durability (1) |
| The Undead Crown3 | Undead Crown | 16 650 | n/a | Yes4 | AC 8, 0-12.5% steal life |
| Veil of Steel3 | Veil of Steel | 63 800 | n/a | Yes1 | +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 | |||||
| Name | Base item | Price | qlvl | Pic | Magical Effects |
| The Bleeder | ring | 8 500 | 2 | Yes | +30 mana, -10 life, +20% resist magic |
| Bramble | ring | 1 000 | 1 | Yes | -2 all attributes, +10 mana, +3 damage |
| Constricting Ring | ring | 62 000 | 5 | Yes | +75% resist all1, causes continuous damage when worn (1.25 life/sec2) |
| Empyrean Band3 | ring | 8 000 | n/a | Yes | +2 all attributes, fast hit recovery, absorbs half of trap damage, +20% light radius |
| Optic Amulet3 | amulet | 9 750 | n/a | Yes | +5 magic, +20% resist lightning, -1 damage from enemies, +20% light radius |
| Ring of Engagement | ring | 12 476 | 11 | Yes | AC 5, -1 or -2 damage from enemies, 1-3 damage to attacker, damages target\’s armor4 |
| Ring of Regha | ring | 4 175 | 1 | Yes | -3 strength, +10 magic, -3 dexterity, +10% resist magic, +10% light radius |
| Ring of Truth3 | ring | 9 100 | n/a | Yes | +10 life, +10% resist all, -1 damage from enemies |
| Amulet of Warding | amulet | 30 000 | 12 | Yes | -100 life, +40% resist all |
| Acolytes Amulet | amulet | 10 000 | 10 | Yes | 50% of base mana moved to life |
| Auric Amulet5 | amulet | 100 | n/a | Yes | Allows you to carry piles of 10 000 gold |
| Giant\’s Knuckle | ring | 8 000 | 8 | Yes | +60 strength, -30 dexterity |
| Gladiators Ring | ring | 10 000 | 10 | Yes | 40% of base life moved to mana |
| Karik\’s Ring | ring | 8 000 | 8 | Yes | -30 magic, +60 vitality |
| Mercurial Ring | ring | 8 000 | 8 | Yes | -30 strength, +60 dexterity |
| Ring of Magma | ring | 8 000 | 8 | Yes | -30% resist magic, +60% resist fire, -30% resist lightning |
| Ring of the Mystics | ring | 8 000 | 8 | Yes | +60% resist magic, -30% resist fire, -30% resist lightning |
| Ring of Thunder | ring | 8 000 | 8 | Yes | -30% resist magic, -30% resist fire, +60% resist lightning |
| Xorine\’s Ring | ring | 8 000 | 8 | Yes | -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 | |||||
| Name | Base item | Price | qlvl | Pic | Magical Effects |
| Blackoak Shield | small shield | 5 725 | 4 | Yes1 | AC 18, +10 dexterity, -10 vitality, -10% light radius, high durability (60) |
| The Deflector | buckler | 1 500 | 1 | Yes2 | AC 7, +10% resist all, -20% damage, -5% to hit |
| Dragon\’s Breach | kite shield | 19 200 | 2 | Yes | AC 20, +5 strength, -5 magic, +25% resist fire, indestructible |
| Holy Defender | large shield | 13 800 | 10 | Yes1 | AC 15, -2 damage from enemies, +20% resist fire, fast block, high durability (96) |
| Split Skull Shield | buckler | 2 025 | 1 | Yes | AC 10, +10 life, +2 strength, -10% light radius, altered durability (15) |
| Stormshield | gothic shield / tower shield1 | 49 000 | 24 | Yes3 | AC 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 | |||||
| Name | Base item | Price | qlvl | Pic | Magical Effects |
| Gleamsong | short staff | 6 520 | 8 | +25 mana, -3 strength, -3 vitality, 76 Phasing charges | |
| Immolator | long staff | 3 900 | 4 | +10 mana, -5 vitality, +20% resist fire, 4 fire damage | |
| Mindcry | quarter staff | 41 500 | 20 | +15 magic, +15% resist all, +1 spell level , 69 Guardian charges | |
| Naj\’s Puzzler | long staff | 34 000 | 18 | +20 magic, +10 dexterity, +20% resist all, -25 life, 57 Teleport charges | |
| The Protector | short staff | 17 240 | 16 | Yes1 | AC 40, +5 vitality, -5 damage from enemies, 1-3 damage to attacker, 86 Healing charges |
| Rod of Onan | war staff | 44 167 | 22 | +5 all attributes, +100% damage, 50 Golem charges | |
| Staff of Shadows | long staff | 1 250 | 2 | -10 magic +10% to hit, +60% damage, -20% light radius, quick attack | |
| Storm Spire | war staff | 22 500 | 8 | +10 strength, -10 to magic, +50% resist lightning, 2-8 lightning damage | |
| Thundercall | composite 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 | |||||
| Name | Base item | Price | qlvl | Pic | Magical Effects |
| Black Razor | dagger | 2 000 | 1 | Yes | +2 vitality, +150% damage, altered durability (5) |
| The Bonesaw | claymore | 4 400 | 6 | +10 strength, -5 dexterity, -5 magic, +10 life, -10 mana, +10 damage | |
| The Defender | sabre | 2 000 | 1 | AC 5, +5 vitality, -5% to hit | |
| Doombringer | bastard sword | 18 250 | 19 | -5 all attributes, -25 life, +25% to hit, +250% damage, -20% light radius | |
| The Executioner\’s Blade | falchion | 7 080 | 3 | Yes | -10 life, +150% damage, -10% light radius, high durability (60) |
| The Falcon\’s Talon | scimitar | 7 867 | 15 | Yes1 | +10 dexterity, +20% to hit, -33% damage, fastest attack |
| Gibbous Moon | broad sword | 6 660 | 2 | +2 all attributes, +15 mana, +25% damage, -30% light radius | |
| Gonnagal\’s Dirk | dagger | 7 040 | 1 | Yes | -5 dexterity, +4 damage, +25% resist fire, fast attack |
| The Grandfather | great sword | 119 800 | 27 | Yes | +5 all attributes, +20 life, +20% to hit, +70% damage, only requires one hand |
| Griswold\’s Edge2 | Griswold\’s Edge | 42 000 | n/a | Yes3 | -20 life, +20 mana, +25% to hit, 1-10 fire damage, fast attack, knocks target back |
| The Grizzly | two-handed sword | 50 000 | 23 | Yes | +20 strength, -5 vitality, +200% damage, knocks target back, high durability (150) |
| Gryphons Claw | falchion | 1 000 | 1 | Yes1 | -2 magic, -5 dexterity, +100% damage |
| Ice Shank | long sword | 5 250 | 3 | +5-10 strength, +40% resist fire, altered durability (15) | |
| Inferno | long sword | 34 600 | 17 | +20 mana, +75% resist fire, 2-12 fire damage, +30% light radius | |
| Lightsabre | sabre | 19 150 | 13 | +20% to hit, +50% resist lightning, 1-10 lightning damage, +20% light radius | |
| Shadowhawk | broad sword | 13 750 | 8 | +15% to hit, +5% resist all, 5% steal life, -20% light radius | |
| Wizardspike | dagger | 12 920 | 11 | Yes | +15 magic, +35 mana, +25% to hit, +15% resist all |
| Diamondedge | long sword | 42 000 | 17 | Yes | AC 10, +50% resist lightning, +50% to hit, +100% damage, altered durability (10) |
| Eater of Souls | two-handed sword | 42 000 | 23 | Yes | +50 life, 5% steal life, 5% steal mana, causes continuous damage when worn, indestructible |
| Shirotachi | great 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.
| Diablo | Hellfire1 |
| 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 item | qlvl | Order, from first to last1 |
| Full Plate Mail | 25 | Demon Plate Armor, Armor of Gloom and Demonspike Coat |
| Mace | 1 | Civerb\’s Cudgel, Crackrust and Lightforge |
| Ring | 8 | Ring 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 type | When durability may decrease | Chance of decreasing |
| Armor1 | Character is stunned | 3/4 • 2/3 = 1/22 50.0% |
| Helm1 | Character is stunned | 3/4 • 1/3 = 1/42 25.0% |
| Shield | Character blocks an attack | 1/10 10.0% |
| Melee weapon | Character hits | 1/30 3.3% |
| Bow | Character 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:
- if RpC = 1, then exit
- if RpC > 1, then RpC = \[RpC/2\], that is, divide the repair cost by 2, then exit
- if the item is a non magical and non unique item, set RpC = 1, then exit
- if the item is not identified, set RpC = 1, then exit
- 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 item | Definition 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 items | Small chest | Chest | Large chest |
| 0 | 50 % | 33.3 % | 25 % |
| 1 | 50 % | 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 staff | Number 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:
- calculate x = Rnd\[37\] + 1 (in Hellfire, calculate x = Rnd\[52\] + 1)
- start with the first spell in the internal list of spells
- 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)
- decrease x by one
- if x is not 0, goto step 3
- 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.
| Position1 | Spell | Book | Staff | Position1 | Spell | Book | Staff |
| 1 | Firebolt | Yes | Yes | 19 | Charged Bolt | Yes | Yes |
| 2 | Healing | Yes | Yes | 20 | Holy Bolt | Yes | Yes |
| 3 | Lightning | Yes | Yes | 21 | Ressurect3 | - | Yes |
| 4 | Flash | Yes | Yes | 22 | Telekinesis | Yes | Yes |
| 5 | Fire Wall | Yes | Yes | 23 | Heal Other3 | Yes | Yes |
| 6 | Town Portal | Yes | Yes | 24 | Blood Star | Yes | Yes |
| 7 | Stone Curse | Yes | Yes | 25 | Bone Spirit | Yes | Yes |
| 8 | Phasing | Yes | Yes | 26 | Mana | - | Yes |
| 9 | Mana Shield | Yes | Yes | 27 | Magi | - | Yes |
| 10 | Fireball | Yes | Yes | 28 | Jester | - | Yes |
| 11 | Guardian | Yes | Yes | 29 | Lightning Wall | Yes | Yes |
| 12 | Chain Lightning | Yes | Yes | 30 | Immolation | Yes | Yes |
| 13 | Flame Wave | Yes | Yes | 31 | Warp | Yes | Yes |
| 14 | Nova | Yes2 | Yes | 32 | Reflect | Yes | Yes |
| 15 | Golem | Yes | Yes | 33 | Berserk | Yes | Yes |
| 16 | Teleport | Yes | Yes | 34 | Ring of Fire | Yes | Yes |
| 17 | Apocalypse | Yes2 | Yes | 35 | Search | Yes | Yes |
| 18 | Elemental | Yes | Yes |
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.
| Person | Items sold1 |
| Adria | staves2, books, scrolls, mana potions, rejuvenation potions and elixirs3 |
| Griswold | weapons (excluding staves4), armor, helms, shields and jewlery5 |
| Pepin | healing potions, rejuvenation potions, scroll of resurrect, scroll of healing and elixirs3,5 |
| Wirt6 | weapons (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 item | Definition 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 Player | Multi Player | |
| dlvl | clvl | ilvl |
| 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 | ||
| Diablo | Hellfire | |
| slot1 | ilvl | ilvl |
| 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).
| Class | Items never sold at Wirt in Hellfire |
| Paladin | bows and staves |
| Scout | axes, clubs, swords, staves and shields |
| Mage | axes, clubs, bows and staves |
| Monk | clubs, bows, shields and medium armor (see chapter 3.1 for definition of medium armor) |
| Assassin | axes, clubs and staves |
| Gladiator | bows 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
| Armor | Normal | Nightmare | Hell | |||
| Name | Probability | dlvl | Probability | dlvl | Probability | dlvl |
| 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 |
| Axes | Normal | Nightmare | Hell | |||
| Name | Probability | dlvl | Probability | dlvl | Probability | dlvl |
| Aguinara\’s Hatchet | 24 | 15 | 27 | 15 | 27 | 15 |
| Bloodslayer | impossible | - | 150 | 2 | 160 | 2 |
| The Celestial Axe | 90 | 5 | 46 | 2 | 47 | 2 |
| Hellslayer | 31 | 15 | 33 | 15 | 33 | 15 |
| The Mangler | impossible | - | impossible | - | impossible | - |
| Messerschmidt\’s Reaver | 51 | 15 | 51 | 15 | 51 | 15 |
| Sharp Beak | impossible | - | 1 200 | 2 | 1 300 | 2 |
| Stonecleaver | 20 | 15 | 22 | 15 | 22 | 15 |
| Wicked Axe | 16 | 15 | 19 | 15 | 19 | 15 |
| Bows | Normal | Nightmare | Hell | |||
| Name | Probability | dlvl | Probability | dlvl | Probability | dlvl |
| The Blackoak Bow | 41 | 3 | 60 | 2 | 62 | 2 |
| Bow of the Dead | 20 | 15 | 19 | 15 | 20 | 15 |
| The Celestial Bow | impossible | - | 1 200 | 2 | 1 300 | 2 |
| Deadly Hunter | impossible | - | 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 |
| Clubs | Normal | Nightmare | Hell | |||
| Name | Probability | dlvl | Probability | dlvl | Probability | dlvl |
| 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 |
| Crackrust | impossible | - | 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 |
| Lightforge | impossible | - | impossible | - | impossible | - |
| Schaefer\’s Hammer | 32 | 15 | 34 | 15 | 34 | 15 |
| Helms | Normal | Nightmare | Hell | |||
| Name | Probability | dlvl | Probability | dlvl | Probability | dlvl |
| Fool\’s Crest | 24 | 15 | 27 | 15 | 27 | 15 |
| Gotterdamerung | 43 | 15 | 43 | 15 | 43 | 15 |
| Helm of Sprits | impossible | - | 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 |
| Jewelry | Normal | Nightmare | Hell | |||
| Name | Probability | dlvl | Probability | dlvl | Probability | dlvl |
| The Bleeder | impossible | - | 59 | 2 | 65 | 2 |
| Bramble | impossible | - | impossible | - | impossible | - |
| Constricting Ring | 28 | 2 | 16 | 2 | 17 | 2 |
| Ring of Engagement | 6 | 15 | 6 | 15 | 6 | 15 |
| Ring of Regha | impossible | - | 110 | 1 | 120 | 1 |
| Shields | Normal | Nightmare | Hell | |||
| Name | Probability | dlvl | Probability | dlvl | Probability | dlvl |
| Blackoak Shield | 16 | 15 | 19 | 15 | 19 | 15 |
| The Deflector | impossible | - | 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 |
| Staves | Normal | Nightmare | Hell | |||
| Name | Probability | dlvl | Probability | dlvl | Probability | dlvl |
| 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 Shadows | impossible | - | 2 000 | 2 | 2 200 | 2 |
| Storm Spire | 64 | 6 | 45 | 3 | 45 | 3 |
| Thundercall | 29 | 15 | 31 | 15 | 31 | 15 |
| Swords | Normal | Nightmare | Hell | |||
| Name | Probability | dlvl | Probability | dlvl | Probability | dlvl |
| 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 Moon | impossible | - | 120 | 2 | 130 | 2 |
| Gonnagal\’s Dirk | impossible | - | 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.
| Armor | Normal | Nightmare | Hell | |||
| Name | Probability | dlvl | Probability | dlvl | Probability | dlvl |
| Demonspike Coat | impossible | - | 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 Mail | impossible | - | 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 Gloom | impossible | - | impossible | - | impossible | - |
| Bone Chain Armor | 24 | 15 | 23 | 15 | 23 | 15 |
| Demon Plate Armor | 46 | 15 | 42 | 15 | 42 | 15 |
| Axes | Normal | Nightmare | Hell | |||
| Name | Probability | dlvl | Probability | dlvl | Probability | dlvl |
| Aguinara\’s Hatchet | 20 | 15 | 22 | 15 | 22 | 15 |
| Bloodslayer | impossible | - | 150 | 2 | 160 | 2 |
| The Celestial Axe | 92 | 5 | 47 | 2 | 48 | 2 |
| Hellslayer | 25 | 15 | 26 | 15 | 26 | 15 |
| The Mangler | impossible | - | impossible | - | impossible | - |
| Messerschmidt\’s Reaver | 24 | 15 | 42 | 15 | 42 | 15 |
| Sharp Beak | impossible | - | 1 300 | 2 | 1 500 | 2 |
| Stonecleaver | 18 | 15 | 19 | 15 | 19 | 15 |
| Wicked Axe | 15 | 15 | 17 | 15 | 17 | 15 |
| Bows | Normal | Nightmare | Hell | |||
| Name | Probability | dlvl | Probability | dlvl | Probability | dlvl |
| The Blackoak Bow | 42 | 3 | 60 | 2 | 62 | 2 |
| Bow of the Dead | 240 | 4 | 84 | 2 | 88 | 2 |
| The Celestial Bow | impossible | - | 1 300 | 2 | 1 500 | 2 |
| Deadly Hunter | impossible | - | 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 |
| Clubs | Normal | Nightmare | Hell | |||
| Name | Probability | dlvl | Probability | dlvl | Probability | dlvl |
| 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 |
| Crackrust | impossible | - | 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 |
| Lightforge | impossible | - | impossible | - | impossible | - |
| Schaefer\’s Hammer | 26 | 15 | 27 | 15 | 27 | 15 |
| Thunderclap | 130 | 3 | 170 | 3 | 170 | 3 |
| Helms | Normal | Nightmare | Hell | |||
| Name | Probability | dlvl | Probability | dlvl | Probability | dlvl |
| Fool\’s Crest | 20 | 15 | 22 | 15 | 22 | 15 |
| Gotterdamerung | 32 | 15 | 32 | 15 | 32 | 15 |
| Helm of Sprits | impossible | - | 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 |
| Jewelry | Normal | Nightmare | Hell | |||
| Name | Probability | dlvl | Probability | dlvl | Probability | dlvl |
| The Bleeder | impossible | - | 65 | 2 | 71 | 2 |
| Bramble | impossible | - | impossible | - | impossible | - |
| Constricting Ring | 28 | 2 | 16 | 2 | 17 | 2 |
| Ring of Engagement | 4 | 15 | 4 | 15 | 4 | 15 |
| Ring of Regha | impossible | - | 120 | 1 | 130 | 1 |
| Amulet of Warding | 2 | H3 | 2 | H3 | 2 | H3 |
| Acolytes Amulet | 110 | 4 | 83 | 4 | 83 | 4 |
| Giant\’s Knuckle | impossible | - | impossible | - | impossible | - |
| Gladiators Ring | 190 | 7 | 150 | 4 | 160 | 4 |
| Karik\’s Ring | impossible | - | impossible | - | impossible | - |
| Mercurial Ring | impossible | - | impossible | - | impossible | - |
| Ring of Magma | impossible | - | impossible | - | impossible | - |
| Ring of the Mystics | impossible | - | impossible | - | impossible | - |
| Ring of Thunder | 86 | 3 | 52 | 3 | 53 | 3 |
| Xorine\’s Ring | impossible | - | impossible | - | impossible | - |
| Shields | Normal | Nightmare | Hell | |||
| Name | Probability | dlvl | Probability | dlvl | Probability | dlvl |
| Blackoak Shield | 15 | 15 | 17 | 15 | 17 | 15 |
| The Deflector | impossible | - | 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 |
| Staves | Normal | Nightmare | Hell | |||
| Name | Probability | dlvl | Probability | dlvl | Probability | dlvl |
| 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 Shadows | impossible | - | 2 200 | 2 | 2 400 | 2 |
| Storm Spire | 65 | 6 | 45 | 3 | 45 | 3 |
| Thundercall | 24 | 15 | 25 | 15 | 25 | 15 |
| Swords | Normal | Nightmare | Hell | |||
| Name | Probability | dlvl | Probability | dlvl | Probability | dlvl |
| 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 Moon | impossible | - | 120 | 2 | 130 | 2 |
| Gonnagal\’s Dirk | impossible | - | impossible | - | impossible | - |
| The Grandfather | 47 | 15 | 47 | 15 | 47 | 15 |
| The Grizzly | impossible | - | impossible | - | impossible | - |
| Gryphons Claw | 760 | 1 | 1 300 | 1 | 1 500 | 1 |
| Ice Shank | 31 | 3 | 42 | 2 | 43 | 2 |
| Inferno | impossible | - | 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 | |||||
| Item | qlvl | Item | qlvl | Item | qlvl |
| Buckler | 1 | Spiked Club | 4 | Ring Mail | 11 |
| Cap | 1 | Claymore | 5 | Full Helm | 12 |
| Cape | 1 | Long Bow | 5 | Great Axe | 12 |
| Club | 1 | Small Shield | 5 | War Staff | 12 |
| Dagger | 1 | War Hammer | 5 | Chain Mail | 13 |
| Rags | 1 | Composite Staff | 6 | Kite Shield | 14 |
| Sable | 1 | Large Axe | 6 | Two-Handed Sword | 14 |
| Short Bow | 1 | Leather Armor | 6 | Scale Mail | 15 |
| Short Staff | 1 | Long Sword | 6 | Short War Bow | 15 |
| Short Sword | 1 | Composite Bow | 7 | Breast Plate | 16 |
| Cloak | 2 | Flail | 7 | Crown | 16 |
| Falchion | 2 | Hard Leather Armor | 7 | Great Sword | 17 |
| Mace | 2 | Broad Axe | 8 | Splint Mail | 17 |
| Small Axe | 2 | Broad Sword | 8 | Long War Bow | 19 |
| Hunter\’s Bow | 3 | Helm | 8 | Plate Mail | 19 |
| Morning Star | 3 | Large Shield | 9 | Great Helm | 20 |
| Robe | 3 | Quarter Staff | 9 | Tower Shield | 20 |
| Axe | 4 | Short Battle Bow | 9 | Field Plate | 21 |
| Blade | 4 | Studded Leather Armor | 9 | Gothic Plate | 23 |
| Long Staff | 4 | Bastard Sword | 10 | Gothic Shield | 23 |
| Quilted Armor | 4 | Battle Axe | 10 | Full Plate Mail | 25 |
| Scimitar | 4 | Maul | 10 | ||
| Skull Cap | 4 | Long Battle Bow | 11 |
| Other base items | |||||
| Item | qlvl | Item | qlvl | Item | qlvl |
| Blacksmith Oil1 | 1 | Rune if Lightning1 | 4 | Scroll of Golem | 10 |
| Oil of Accuracy1 | 1 | Scroll of Town Portal | 4 | Scroll of Chain Lightning | 10 |
| Oil of Sharpness1 | 1 | Ring | 5 | Scroll of Flame Wave | 10 |
| Potion of Full Healing | 1 | Scroll of Flash | 6 | Scroll of Guardian | 12 |
| Potion if Full Mana | 1 | Scroll of Stone Curse | 6 | Book of | 14 |
| Potion of Healing | 1 | Scroll of Phasing | 6 | Scroll of Nova | 14 |
| Potion of Mana | 1 | Greater Rune of Fire1 | 7 | Scroll of Teleport | 14 |
| Rune of Fire1 | 1 | Greater Rune of Lightning1 | 7 | Elixir of Dexterity | 15 |
| Scroll of Healing | 1 | Potion of Full Rejuvenation | 7 | Elixir of Magic | 15 |
| Scroll of Identify | 1 | Rune of Stone1 | 7 | Elixir of Strength | 15 |
| Scroll of Inferno | 1 | Amulet | 8 | Ring | 15 |
| Scroll of Resurrect | 1 | Book of | 8 | Amulet | 16 |
| Book of | 2 | Scroll of Fireball | 8 | Book of | 20 |
| Potion of Rejuvenation | 3 | Scroll of Infravision | 8 | Elixir of Vitality | 20 |
| Scroll of Lightning | 3 | Scroll of Mana Shield | 8 | Scroll of Apocalypse | 22 |
| Scroll of Search1 | 3 | Oil of1 | 10 | ||
| Scroll of Fire Wall | 4 | Ring | 10 |
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 books | On books | On staves | On staves | ||||
| Spell | qlvl | Spell | qlvl | Spell | qlvl | Spell | qlvl |
| Charged Bolt | 1 | Ring of Fire1 | 5 | Charged Bolt | 1 | Mana Shield | 5 |
| Fire Bolt | 1 | Mana Shield | 6 | Fire Bolt | 1 | Resurrect | 5 |
| Healing | 1 | Stone Curse | 6 | Healing | 1 | Ring of Fire1 | 5 |
| Heal Other | 1 | Phasing | 7 | Heal Other | 1 | Stone Curse | 5 |
| Holy Bolt | 1 | Chain Lightning | 8 | Holy Bolt | 1 | Elemental | 6 |
| Search1 | 1 | Elemental | 8 | Inferno | 1 | Phasing | 6 |
| Telekinesis | 2 | Fireball | 8 | Fire Wall | 2 | Chain Lightning | 7 |
| Fire Wall | 3 | Bone Spirit | 9 | Lightning Wall1 | 2 | Fireball | 7 |
| Inferno | 3 | Flame Wave | 9 | Telekinesis | 2 | Bone Spirit | 7 |
| Town Portal | 3 | Guardian | 9 | Berserk1 | 3 | Flame Wave | 8 |
| Berserk1 | 3 | Golem | 11 | Reflect1 | 3 | Guardian | 8 |
| Lightning Wall1 | 3 | Blood Star | 14 | Warp1 | 3 | Golem | 9 |
| Reflect1 | 3 | Immolation1 | 14 | Lightning | 3 | Immolation1 | 10 |
| Warp1 | 3 | Nova1 | 14 | Search1 | 3 | Nova | 10 |
| Lightning | 4 | Teleport | 14 | Town Portal | 3 | Teleport | 12 |
| Flash | 5 | Apocalypse1 | 19 | Flash | 4 | Blood Star | 13 |
| Jester1 | 4 | Apocalypse | 15 | ||||
| Mana1 | 5 | Magi1 | 20 |
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.
| Prefix | qlvl | Prefix | qlvl | Prefix | qlvl | Prefix | qlvl | Prefix | qlvl |
| brass | 1 | red | 4 | crimson | 10 | lightning | 18 | dragon\’s | 27 |
| bronze | 1 | white | 4 | pearl | 10 | blessed | 19 | awesome | 28 |
| dull | 1 | clumsy | 5 | valiant | 10 | lord\’s | 19 | king\’s | 28 |
| fine | 1 | crystalline1 | 5 | Paladin\’s | 10 | cobalt | 20 | master\’s | 28 |
| frog\’s | 1 | raven\’s | 5 | doppelgang.1 | 11 | crystal | 20 | emerald | 31 |
| rusted | 1 | useless | 5 | amber | 12 | garnet | 20 | holy | 35 |
| sharp | 1 | deadly | 6 | gold | 12 | massive | 20 | ruthless | 35 |
| spider\’s | 1 | fine | 6 | vicious | 12 | mithril | 20 | weird | 35 |
| weak | 1 | grand | 6 | glorious | 14 | drake\’s | 21 | wyrm\’s1 | 35 |
| bent | 3 | steel | 6 | angel\’s | 15 | knight\’s | 23 | champion\’s | 40 |
| strong | 3 | flaming | 7 | serpent\’s | 15 | meteoric | 23 | godly | 60 |
| tin | 3 | jester\’s1 | 7 | soldier\’s | 15 | savage | 23 | hydra\’s1 | 60 |
| vulnerable | 3 | topaz | 8 | brutal | 16 | obsidian | 24 | merciless | 60 |
| blue | 4 | bountiful | 9 | crimson | 16 | saintly | 24 | strange | 60 |
| hyena\’s | 4 | heavy | 9 | ivory | 16 | arch-angel\’s | 25 | ||
| iron | 4 | silver | 9 | lapis | 16 | diamond | 26 | ||
| jagged | 4 | snake\’s | 9 | platinum | 16 | ruby | 26 | ||
| plentiful | 4 | azure | 10 | jade | 18 | sapphire | 26 |
1 Only available in Hellfire.
| Suffix | qlvl | Suffix | qlvl | Suffix | qlvl | Suffix | qlvl | Suffix | qlvl |
| atrophy | 1 | quality | 2 | skill | 5 | thieves | 11 | the tiger | 21 |
| balance | 1 | tears | 2 | zest | 5 | vim | 11 | life | 23 |
| brittleness | 1 | the fool | 3 | the sky | 5 | absorption | 12 | perfection | 23 |
| decay1 | 1 | fragility | 3 | craftman. | 6 | structure | 12 | titans | 23 |
| dexterity | 1 | frailty | 3 | the dark | 6 | trouble | 12 | wizardry | 23 |
| devastation1 | 1 | illness | 3 | protection | 6 | shock | 13 | the ages | 25 |
| disease | 1 | many | 3 | maiming | 7 | slaying | 15 | gore | 25 |
| dyslexia | 1 | the night | 3 | plenty | 7 | the wolf | 15 | the heavens | 25 |
| flame | 1 | paralysis | 3 | the bat | 8 | the stars | 17 | haste | 27 |
| the fox | 1 | light | 4 | the leech | 8 | vigor | 17 | the lion | 27 |
| the jackal | 1 | pain | 4 | radiance | 8 | bashing | 17 | the zodiac | 30 |
| magic | 1 | the vulture | 4 | the eagle | 9 | giants | 17 | burning | 35 |
| piercing | 1 | the bear | 5 | puncturing | 9 | precision | 17 | carnage | 35 |
| readiness | 1 | blocking | 5 | stability | 10 | sorcery | 17 | the mammoth | 35 |
| strength | 1 | corruption | 5 | swiftness | 10 | blood | 19 | osmosis | 50 |
| sturdiness | 1 | the jaguar | 5 | accuracy | 11 | speed | 19 | slaughter | 60 |
| thorns | 1 | might | 5 | brilliance | 11 | vampires | 19 | thunder | 60 |
| vitality | 1 | the mind | 5 | fire | 11 | deflection | 20 | the whale | 60 |
| weakness | 1 | peril1 | 5 | the moon | 11 | harmony | 20 | ||
| health | 2 | the pit | 5 | power | 11 | lightning | 21 |
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 Item | qlvl | Unique Item | qlvl | Unique Item | qlvl |
| Black Razor | 1 | The Blackoak Bow | 5 | Bone Chain Armor1 | 13 |
| Bramble | 1 | Bow of the Dead | 5 | Fleshstinger | 13 |
| Civerb\’s Cudgel | 1 | Constricting Ring | 5 | Lightsabre | 13 |
| Crackrust | 1 | Wicked Axe | 5 | Scavenger Carapace | 13 |
| The Defender | 1 | Wisdom\’s Wrap | 5 | Thunderclap1 | 13 |
| The Deflector | 1 | The Bonesaw | 6 | Thundercall | 14 |
| Gonnagal\’s Dirk | 1 | Gladiator\’s Bane | 6 | The Falcon\’s Talon | 15 |
| Gryphons Claw | 1 | Thinking Cap | 6 | Gnat Sting1 | 15 |
| Hammer of Jholm | 1 | Overlords Helm | 7 | Hellslayer | 15 |
| Helm of Sprits | 1 | Stonecleaver | 7 | Nightscape | 16 |
| Lightforge | 1 | Giant\’s Knuckle1 | 8 | The Protector | 16 |
| The Rift Bow | 1 | Gleamsong | 8 | Schaefer\’s Hammer | 16 |
| Ring of Regha | 1 | Karik\’s Ring1 | 8 | Diamondedge1 | 17 |
| Split Skull Shield | 1 | Mercurial Ring1 | 8 | Inferno | 17 |
| The Bleeder | 2 | Ring of Magma1 | 8 | Windforce | 17 |
| The Celestial Bow | 2 | Shadowhawk | 8 | Naj\’s Puzzler | 18 |
| The Celestial Star | 2 | Storm Spire | 8 | Doombringer | 19 |
| Dragon\’s Breach | 2 | Ring of the Mystics1 | 8 | Naj\’s Light Plate | 19 |
| Gibbous Moon | 2 | Ring of Thunder1 | 8 | Mindcry | 20 |
| The Mangler | 2 | Xorine\’s Ring1 | 8 | Gotterdamerung | 21 |
| The Needler | 2 | Gnarled Root | 9 | Shirotachi1 | 21 |
| The Rainbow Cloak | 2 | Sparkling Mail | 9 | Rod of Onan | 22 |
| Sharp Beak | 2 | Acolytes Amulet1 | 10 | Eater of Souls1 | 23 |
| Staff of Shadows | 2 | Flamedart | 10 | The Grizzly | 23 |
| Thorn Flesh of Souls | 2 | Gladiators Rings1 | 10 | Stormshield | 24 |
| Bloodslayer | 3 | Holy Defender | 10 | Armor of Gloom1 | 25 |
| Deadly Hunter | 3 | Ring of Engagement | 11 | Demon Plate Armor1 | 25 |
| The Executioner\’s Blade | 3 | Flambeau1 | 11 | Demonspike Coat | 25 |
| Ice Shank | 3 | Wizardspike | 11 | Messerschmidt\’s Reaver | 25 |
| Blackoak Shield | 4 | Aguinara\’s Hatchet | 12 | Dreamflange | 26 |
| The Celestial Axe | 4 | Amulet of Warding1 | 12 | Eaglehorn | 26 |
| Immolator | 4 | The Cranium Basher | 12 | The Grandfather | 27 |
| Leather of Aut | 4 | Fool\’s Crest | 12 | Royal Circlet | 27 |
| Baranar\’s Star | 5 | Blitzen1 | 13 |
1 Only available in Hellfire.
| Unique Item | qlvl | Unique Item | qlvl | Unique Item | qlvl |
| Arkaine\’s Valor | n/a | Empyrean Band | n/a | Ring of Truth | n/a |
| Auric Amulet1 | n/a | Griswold\’s Edge | n/a | The Undead Crown | n/a |
| Bovine Plate1 | n/a | Harlequin Crest | n/a | Veil of Steel | n/a |
| The Butcher\’s Cleaver | n/a | Optic Amulet | n/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 - -6 | the fool -10 - -6 | paralysis -10 - -6 | illness -10 - -6 | trouble -10 - -6 |
| weakness -5 - -1 | dyslexia -5 - -1 | atrophy -5 - -1 | disease -5 - -1 | the pit -5 - -1 |
| strength 1 - 5 | magic 1 - 5 | dexterity 1 - 5 | vitality 1 - 5 | the sky 1 - 3 |
| might 6 - 10 | the mind 6 - 10 | skill 6 - 10 | zest 6 - 10 | the moon 4 - 7 |
| power 11 - 15 | brilliance 11 - 15 | accuracy 11 - 15 | vim 11 - 15 | the stars 8 - 11 |
| giants 16 - 20 | sorcery 16 - 20 | precision 16 - 20 | vigor 16 - 20 | the heavens 12 - 15 |
| titans 21 - 30 | wizardry 21 - 30 | perfection 21 - 30 | life 21 - 30 | the zodiac 16 - 20 |
| + Life | + Mana | + Damage Done | - Damage Taken1 | % Steal Life2 |
| corruption -all | the leech 3 | |||
| the vulture -25 - -11 | hyena\’s -25 - -11 | pain +4 - +2 | blood 5 | |
| the jackal -10 - -1 | frog\’s -10 - -1 | tears +1 | ||
| the fox 10 - 15 | spider\’s 10 - 15 | quality 1 - 2 | health 1 | |
| the jaguar 16 - 20 | raven\’s 15 - 20 | maiming 3 - 5 | protection 2 | |
| the eagle 21 - 30 | snake\’s 21 - 30 | slaying 6 - 8 | absorption 3 | % Steal Mana2 |
| the wolf 30 - 40 | serpent\’s 30 - 40 | gore 9 - 12 | deflection 4 | the bat 3 |
| the tiger 41 - 50 | drake\’s 41 - 50 | carnage 13 - 16 | osmosis 5 - 6 | vampires 5 |
| the lion 51 - 60 | dragon\’s 51 - 60 | slaughter 17 - 20 | ||
| the. mam. 61 - 80 | wyrm\’s3 61 - 80 | |||
| the whale 81 - 100 | hydra\’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 - -50 | tin -10 - -6 | bent -75 - -50 | vulnerable -100 - -51 |
| dull -5 - -1 / -45 - -25 | brass -5 - -1 | weak -45 - -25 | rusted -50 - -25 |
| sharp1 1 - 5 / 20 - 35 | bronze 1 - 5 | jagged 20 - 35 | fine 20 - 30 |
| fine 6 - 10 / 36 - 50 | iron 6 - 10 | deadly 36 - 50 | strong 31 - 40 |
| Paladin\’s 11 - 15 / 51 - 65 | steel 11 - 15 | heavy 51 - 65 | grand 41 - 55 |
| soldier\’s 16 - 20 / 66 - 80 | silver 16 - 20 | vicious 66 - 80 | valiant 56 - 70 |
| lord\’s 21 - 30 / 81 - 95 | gold 21 - 30 | brutal 81 - 95 | glorious 71 - 90 |
| knight\’s 31 - 40 / 96 - 110 | platinum 31 - 40 | massive 96 - 110 | blessed 91 - 110 |
| master\’s 41 - 50 / 111 - 125 | mithril 41 - 60 | savage 111 - 125 | saintly 111 - 130 |
| champion\’s 51 - 75 / 126 - 150 | meteoric 61 - 80 | ruthless 126 - 150 | awesome 131 - 150 |
| king\’s 76 - 100 / 151 - 175 | weird 81 - 100 | merciless 151 - 175 | holy 151 - 170 |
| doppelganger\’s2,3 21 - 30 / 81 - 95 | strange 101 - 150 | decay2,4 150 - 250 | godly 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 - 20 | red 10 - 20 | blue 10 - 20 | topaz 10 - 15 | angel\’s 1 lvl |
| pearl 21 - 30 | crimson 21 - 30 | azure 21 - 30 | amber 16 - 20 | arch-angel\’s 2 lvls |
| ivory 31 - 40 | crimson 31 - 40 | lapis 31 - 40 | jade 21 - 30 | |
| crystal 41 - 50 | garnet 41 - 50 | cobalt 41 - 50 | obsidian 31 - 40 | |
| diamond 51 - 60 | ruby 51 - 60 | sapphire 51 - 60 | emerald 41 - 50 |
1 Is applied after any effects from thieves and -damage. It can reduce damage below 1.
| + Fire Damage1 | + Lightning Damage1 | Damage / Penet. Armor2 | Charges |
| flame 1 - 3 | shock 1 - 6 | piercing 2 - 6 / 254 % | plentiful 2 |
| fire 1 - 6 | lightning 1 - 10 | puncturing 4 - 12 / 504 % | bountiful 3 |
| flaming3 1 - 10 | lightning3 2 - 20 | bashing 8 - 24 / 754 % | |
| burning 1 - 16 | thunder 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 Radius1 | Weapon Speed2 | Hit Recovery3 | +% Durability |
| the dark -40 | fragility =1 | ||
| the night -20 | brittleness -26 - -75 | ||
| light 20 | readiness4,5 quick | balance fast | sturdiness 26 - 75 |
| radiance 40 | swiftness5 fast | stability faster | craftsmanship 51 - 100 |
| speed faster | harmony fastest | structure 101 - 200 | |
| haste6 fastest | many7 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/Suffixes | Magical Effect |
| the bear2 | knocks target back |
| blocking2 | fast block |
| thieves1,2,3 | absorbs half of trap damage |
| thorns1,2 | attacker takes 1-3 damage |
| devastation1,2,4,5,6 | 5% chance of doing 3 damage |
| jester\’s1,2,4,5,7 | each 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 Helms | t Staves in Hellfire only |
| S Shields | B Bows |
| W Weapons (Axes, Clubs and Swords) | J Jewelry |
| T Staves |
| + Strength | + Magic | + Dexterity | + Vitality | + All Attributes |
| frailty ASW–BJ | the fool ASWTBJ | paralysis ASW–BJ | illness ASW–BJ | trouble ASWtBJ |
| weakness ASWtBJ | dyslexia ASWTBJ | atrophy ASWtBJ | disease ASWtBJ | the pit ASWtBJ |
| strength ASWtBJ | magic ASWTBJ | dexterity ASWtBJ | vitality ASWtBJ | the sky ASWtBJ |
| might ASW–BJ | the mind ASWTBJ | skill ASW–BJ | zest ASW–BJ | the moon ASWtBJ |
| power ASW–BJ | brilliance ASWTBJ | accuracy ASW–BJ | vim ASW–BJ | the stars A–WtBJ |
| giants A–W–BJ | sorcery A–WTBJ | precision A–W–BJ | vigor A–W–BJ | the heav. ––W–BJ |
| titans ––W––J | wizardry –––T–J | perfection ––––BJ | life –––––J | the zodiac –––––J |
| + Life | + Mana | + Damage Done | - Damage Taken | % Steal Life |
| corruption ASW––– | the leech ––W––– | |||
| the vult. AS–––J | hyena\’s –––T–J | pain AS–––J | blood ––W––– | |
| the jackal AS–––J | frog\’s –––T–J | tears AS–––J | ||
| the fox AS–––J | spider\’s –––T–J | quality ––WtB– | health AS–––J | |
| the jaguar AS–––J | raven\’s –––T–J | maiming ––WtB– | protection AS–––– | |
| the eagle AS–––J | snake\’s –––T–J | slaying ––W––– | absorption AS–––– | % Steal Mana |
| the wolf AS–––J | serpent\’s –––T–J | gore ––W––– | deflection A––––– | the bat ––W––– |
| the tiger AS–––J | drake\’s –––T–J | carnage ––W––– | osmosis A––––– | vampires ––W––– |
| the lion A––––J | dragon\’s –––T–J | slaughter ––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–BJ | bent ––WtB– | vulnerable AS–––– |
| dull ––WTB– | brass ––W–BJ | weak ––WtB– | rusted AS–––– |
| sharp ––WTB– | bronze ––W–BJ | jagged ––WtB– | fine AS–––– |
| fine ––WTB– | iron ––W–BJ | deadly ––WtB– | strong AS–––– |
| Paladin\’s ––WTB– | steel ––W–BJ | heavy ––WtB– | grand AS–––– |
| soldier\’s ––WT–– | silver ––W–BJ | vicious ––WtB– | valiant AS–––– |
| lord\’s ––WT–– | gold ––W–BJ | brutal ––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 ASWTBJ | red ASWTBJ | blue ASWTBJ | topaz ASWTBJ | angel\’s –––T–– |
| pearl ASWTBJ | crimson ASWTBJ | azure ASWTBJ | amber ASWTBJ | arch-angel\’s –––T–– |
| ivory ASWTBJ | crimson ASWTBJ | lapis ASWTBJ | jade ASWTBJ | |
| crystal ASWTBJ | garnet ASWTBJ | cobalt ASWTBJ | obsidian ASWTBJ | |
| diamond ASWTBJ | ruby ASWTBJ | sapphire ASWTBJ | emerald –SWTB– |
| + Fire Damage | + Lightning Damage | Damage / 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 Radius | Weapon Speed | Hit Recovery | Durability |
| the dark A–W––J | fragility ASW––– | ||
| the night A–W––J | brittleness ASW––– | ||
| light A–W––J | readiness ––WTB– | balance A––––J | sturdiness ASW––– |
| radiance A–W––J | swiftness ––WTB– | stability A––––J | craftsmanship ASW––– |
| speed ––WT–– | harmony A––––J | structure ASW––– | |
| haste ––WT–– | many ––––B– | ||
| plenty ––––B– | |||
| the ages ASWt–– |
| Other Prefixes/Suffixes in Diablo | Other Prefixes/Suffixes in Hellfire |
| the bear ––WTB– | devastation --WtB- |
| blocking –S–––– | jester\’s --W--- |
| thieves AS–––J | peril --WtB- |
| thorns AS–––– |
