Tervin Beattie's Diablo II Item Magical Properties

for Diablo II v1.09 and the Diablo II Expansion Set: Lord of Destruction

Updated July 25, 2003

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Warning!!
These files are for Diablo II LOD Version 1.09 only

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This page gives a detail of each magical property an item can have.  See the Item Format page for a view of the complete item structure.

Following the item-specific data are a variable number of variable length bit fields describing any magical enhancements placed on the item.  Each property begins with a 9-bit identifier.  An identifier of 0x1ff (all 1's) indicates the end of the property list ... except in the event the item belongs to a set, in which case there will be another one or two groups of magical properties following.  I have yet to determine how the length of the list is determined for set items.

To read a magical property, first look up its 9-bit ID in the first column.  The second column shows you how many bits to read to get the value associated with that property (e.g., the amount of fire resistance).  The bias field, if present, tells you the amount to subtract from that value to get the actual amount shown in the game; for example, if the field for Extra Gold from Monsters has a value of 150, and the bias is 100, your property is 50% Extra Gold.  A few of the items require a little more math; these will be explained in the Contents column.

Several magical properties have two or more data fields.  Read these in the order listed in the table.  Each magical property ID is associated with a fixed number and size of data fields.

ID (9 bits) Size of the Following Field Bias Contents
0 7 32 +X to Strength
1 7 32 +X to Energy
2 7 32 +X to Dexterity
3 7 32 +X to Vitality
7 8 32 +X to Life
9 8 32 +X to Mana
11 8 32 +X to Maximum Stamina
16 9 +X% Enhanced Defense
17 9
+X% Enhanced Damage
Note: In all of the items I've examined, the two data fields have the same value.
"Jesus on Bass" suggests that one data field enhances minimum damage while the other field enhances maximum damage.  I have experimented and confirmed that the first field enhances your maximum damage, and the second field enhances the minimum damage.
9
19 10 +X to Attack Rating
20 6 X% Increased Chance of Blocking
21 6 +X to Minimum Damage
22 7 +X to Maximum Damage
23 6 +X to Minimum Damage
Note: I've often, but not always, seen this property and 21 together, and only one copy shows up in the game.  I'm not sure what the difference is.
24 7 +X to Maximum Damage
Note: I've often, but not always, seen this property and 22 together, and only one copy shows up in the game.  I'm not sure what the difference is.
27 8 Regenerate Mana X%
28 8 Heal Stamina X%
31 10 10 +X Defense
32 10 10 +X Defense vs. Missile
33 10 10 +X Defense vs. Melee
34 6 Damage Reduced by X
35 6 Magic Damage Reduced by X
36 8 Damage Reduced by X%
37 8 Magic Resist +X%
38 8 +X% to Maximum Magic Resist
A huge thanks goes to Gollen of Hungary for providing a table that revealed this and many other codes in this table.
39 8 Fire Resist +X%
40 5 +X% to Maximum Fire Resist
41 8 Lightning Resist +X%
42 5 +X% to Maximum Lightning Resist
43 8 Cold Resist +X%
44 5 +X% to Maximum Cold Resist
45 8 Poison Resist +X%
46 5 +X% to Maximum Poison Resist
48 8 Adds X-Y fire damage
8
50 6 Adds X-Y lightning damage
9
52 6 Adds X-Y magic damage
contributed by Clement Lau -- thanks!
7
54 6 Adds X-Y cold damage
8
8 This seems to be the duration of the cold/freeze effect.  Divide the value by 25 to get the number of seconds.
57 9

Adds X-Y poison damage over Z seconds

This property is a tricky one to figure out.  For the mathematically inclined, the first two fields give the minimum and maximum, respectively, of 1/256th of a unit of damage every 1/25th of a second.  The third field gives the duration of the poison; you divide by 25 to get the number of seconds.  Therefore, to compute the amount of damage shown in the game, multiply the first field by the third and divide by 256.  (Repeat with the second field.)

For example, if the field values are 30, 60, and 75, you get 30*75/256=8, 60*75/256=17, and 75/25=3, so the displayed property is "Adds 8-17 Poison Damage over 3 seconds".

9
8
60 7 X% Life stolen per hit
62 7 X% Mana stolen per hit
73 8 30 +X Maximum Durability
74 6 30 Replenish Life +X
75 7 20 Increase Maximum Durability X%
76 6 10 Increase Maximum Life X%
77 6 10 Increase Maximum Mana X%
78 7 Attacker Takes Damage of X
79 9 100 X% Extra Gold from Monsters
80 8 100 X% Better Chance of Getting Magic Items
81 7 Knockback
I have no idea what the data field is used for.
83 3 +X to Amazon Skill Levels
84 3 +X to Paladin Skill Levels
85 3 +X to Necromancer Skill Levels
86 3 +X to Sorceress Skill Levels
87 3 +X to Barbarian Skill Levels
89 4 4 +X to Light Radius
90 5 This property is not displayed on the item, but its effect is to alter the color of the ambient light. The possible colors are:
Code Color Code Color Code Color Code Color
0 White 1 Light Grey 2 Dark Grey 3 Black
4 Light Blue 5 Dark Blue 6 Crystal Blue
7 Light Red 8 Dark Red 9 Crystal Red
10 Light Green 11 Dark Green 12 Crystal Green
13 Light Yellow 14 Dark Yellow
15 Light Gold 16 Dark Gold
17 Light Purple 18 Dark Purple
19 Orange
20 Bright White
91 8 100 Requirements -X%
Note that after subtracting the bias, X is (usually) a negative number.
93 7 20 X% Increased Attack Speed
96 7 20 X% Faster Run/Walk
99 7 20 X% Faster Hit Recovery
102 7 20 X% Faster Block Rate
105 7 20 X% Faster Cast Rate
107,
108,
109,
181,
182,
183,
184,
185,
186,
187
9 +Y to spell X (character class Only)
This property is usually applied to class-specific items found in the Expansion Set. The first value selects the skill; there are too many to list here, but I may provide them on another table if people ask nicely. The second value determines how many additional skill points are given.
Note that these three properties are all the same.  I presume different ID's are used because you can have up to three of these (ten in an Expansion Set game), but no two properties for an item may have the same ID.
5
110 8 20 Poison Length Reduced by X%
111 7 20 Damage +X
112 7 Hit Causes Monster to Flee X%
113 7 Hit Blinds Target +X
114 6 X% Damage Taken Goes to Mana
115 1 Ignore Target Defense
The value of the data field is always 1.
116 7 X% Target Defense
117 7 Prevent Monster Heal
The value of the data field is 1; I don't know if it means anything.
118 1 Half Freeze Duration
The value of the data field is always 1.
119 9 20 X% Bonus to Attack Rating
120 7 128 X to Monster Defense Per Hit
121 9 20 +X% Damage to Demons
122 9 20 +X% Damage to Undead
Note that many types of weapon have a certain amount of this property inherent in the weapon class, usually with values of 50% or 150%.  This property is added on top of the weapon's base Damage to Undead. For example, a flail may have a base rating of 50% Damage to Undead. If this magic property is added to it with a value of 121, then the displayed value is 121-20+50=151%.
123 10 128 +X to Attack Rating against Demons
124 10 128 +X to Attack Rating against Undead
126 4 +X to Fire Skills
127 3 +X to All Skill Levels
128 5 Attacker Takes Lightning Damage of X
134 5 Freezes Target
135 7 X% Chance of Open Wounds
136 7 X% Chance of Crushing Blow
137 7 +X Kick Damage
138 7 +X to Mana After Each Kill
139 7 +X Life after each Demon Kill
140 7 Unknown.  This property actually doesn't show up in the item's description.  Found it on the Swordback Hold Spiked Shield.
141 7 X% Deadly Strike
142 7 Fire Absorb X%
A huge thanks goes to Gollen of Hungary for providing a table that revealed this and many other codes in this table.
143 7 X Fire Absorb
144 7 Lightning Absorb X%
145 7 X Lightning Absorb
146 7 Magic Absorb X%
147 7 X Magic Absorb
148 7 Cold Absorb X%
149 7 X Cold Absorb
150 7 Slows Target by X%
151 7 Blessed Aim
152 7 Defiance
153 1 Cannot Be Frozen
154 7 X% Slower Stamina Drain
155 7 X% Chance to Reanimate Target
156 7 Piercing Attack
157 7 Fires Magic Arrows
contributed by Chris Moore -- thanks!
158 7 Fires Explosive Arrows or Bolts
159 6 +X to Minimum Damage
I've never seen this by itself; it's always been accompanied by properties 21 and 23.
160 7 +X to Maximum Damage
I've never seen this by itself; it's always been accompanied by properties 22 and 24.
179 3 +X to Druid Skill Levels
180 3 +X to Assassin Skill Levels
188,
189,
190,
191,
192,
193
5 +Y to skill set X Skills (character class Only)
Skill sets are as follows:
Class Code Skill Set Code Skill Set Code Skill Set
Amazon 0 Bow and Crossbow Skills 1 Passive and Magic Skills 2 Javelin and Spear Skills
Sorceress 3 Fire Spells 4 Lightning Spells 5 Cold Spells
Necromancer 6 Poison and Bone Spells 7 Summoning Spells 8 Curses
Paladin 9 Combat Skills 10 Offensive Auras 11 Defensive Auras
Barbarian 12 Combat Skills 13 Combat Masteries 14 Warcries
Druid 15 Summoning 16 Shape Shifting 17 Elemental
Assassin 18 Traps 19 Shadow Disciplines 20 Martial Arts
5
194 4 Adds X extra sockets to the item.
This is simply added to the item's natural number of sockets. It has no effect if the item is not already socketed. This property may allow an item to have more sockets than the maximum normally permitted on the item.

Warning: If you give an item too many sockets, you run the risk of being unable to load the character with strange errors! And even if the game does load successfully, it could crash when you add too many gems to the item!
195,
196,
197
9 Z% Chance to cast level Y spell X on attack
The first value selects the spell, which coincidentally matches the class skills as used in property #107 above.
5
7
198,
199,
200
9 Z% Chance to cast level Y spell X on striking
The first value selects the spell, which coincidentally matches the class skills as used in property #107 above.
5
7
201,
202,
203
9 Z% Chance to cast level Y spell X when struck
The first value selects the spell, which coincidentally matches the class skills as used in property #107 above.
5
7
204,
205,
206,
207,
208,
209,
210,
211,
212,
213
9 level X spell W (Y/Z Charges)
The first value selects the spell, which coincidentally matches the class skills as used in property #107 above.  The second value selects the level, the third gives the number of charges remaining in the item, and the last is the total number of charges the item started with. This property is usually applied to rings or amulets.
5
8
8
Note: Unless otherwise noted, all values Based on Character Level are stored in eighths, so take the number, divide by 8, multiply by the character level, and round down to get the result.
214 6 +X to Defense (Based on Character Level)
215 6 X% Enhanced Defense (Based on Character Level)
216 6 +X to Life (Based on Character Level)
217 6 +X to Mana (Based on Character Level)
218 6 +X to Maximum Damage (Based on Character Level)
219 6 X% Enhanced Maximum Damage (Based on Character Level)
A huge thanks goes to Gollen of Hungary for providing a table that revealed this and many other codes in this table.
220 6 +X to Strength (Based on Character Level)
221 6 +X to Dexterity (Based on Character Level)
222 6 +X to Energy (Based on Character Level)
223 6 +X to Vitality (Based on Character Level)
224 6 +X to Attack Rating (Based on Character Level)
This value is in halves, so take the number, divide by 2, multiply by the character level, and round down to get the attack rating.
225 6 X% Bonus to Attack Rating (Based on Character Level)
This value is in halves, so take the number, divide by 2, multiply by the character level, and round down to get the attack rating bonus.
226 6 +X Cold Damage (Based on Character Level)
227 6 +X Fire Damage (Based on Character Level)
228 6 +X Lightning Damage (Based on Character Level)
229 6 +X Poison Damage (Based on Character Level)
230 6 Cold Resist +X% (Based on Character Level)
231 6 Fire Resist +X% (Based on Character Level)
232 6 Lightning Resist +X% (Based on Character Level)
233 6 Poison Resist +X% (Based on Character Level)
234 6 +X Cold Absorb (Based on Character Level)
235 6 +X Fire Absorb (Based on Character Level)
236 6 +X Lightning Absorb (Based on Character Level)
237 6 X Poison Absorb (Based on Character Level)
Note: Unless otherwise noted, all values Based on Character Level are stored in eighths, so take the number, divide by 8, multiply by the character level, and round down to get the result.
238 6 Attacker Takes Damage of X (Based on Character Level)
239 6 X% Extra Gold from Monsters (Based on Character Level)
240 6 X% Better Chance of Getting Magic Items (Based on Character Level)
241 6 Heal Stamina Plus X% (Based on Character Level)
243 6 X% Damage to Demons (Based on Character Level)
244 6 X% Damage to Undead (Based on Character Level)
245 6 +X to Attack Rating against Demons (Based on Character Level)
246 6 +X to Attack Rating against Undead (Based on Character Level)
247 6 X% Chance of Crushing Blow (Based on Character Level)
248 6 X% Chance of Open Wounds (Based on Character Level)
249 6 +X Kick Damage (Based on Character Level)
250 6 X% to Deadly Strike (Based on Character Level)
contributed by Chris Moore
252 5 Repairs 1 durability in X seconds
The value of the data field is not actually a time period, but a frequency in terms of the number of times durability is repaired over a period of 100 seconds. For example, if the value is 5, then this property repairs 1 durability in 100/5=20 seconds.
253 5 Replenishes Quantity
As in the previous property, the value of the data field is a frequency in terms of the number of items replenished over a period of 100 seconds. For example, if the value is 4, then this property replenishes 1 item in 100/4=25 seconds.
254 8 Increased Stack Size
The value is the number of additional items that can be placed on the stack (beyond the base limit).
268
through
303
2 Note: This range of magic properties change value depending on the time of day in the game. The format of the bit fields is the same in all cases. The first 2-bit field specifies the time of day when the value is at its maximum:
0 During Daytime 1 Near Dusk
2 During Nighttime 3 Near Dawn
The second and third fields are, respectively, the minimum and maximum values of the property. It has the maximum value at the time specified, the minimum value at the opposite time, and a value halfway between minimum and maximum during the in-between times.
A huge thanks goes to Gollen of Hungary for providing a table that revealed these and many other codes in this table.
10
10
268 2, 10, 10 +X Defense (Increases by time)
269 2, 10, 10 X% Enhanced Defense (Increases by time)
270 2, 10, 10 +X to Life (Increases by time)
271 2, 10, 10 +X to Mana (Increases by time)
272 2, 10, 10 +X to Damage (Increases by time)
273 2, 10, 10 X% Enhanced Damage (Increases by time)
274 2, 10, 10 +X to Strength (Increases by time)
275 2, 10, 10 +X to Dexterity (Increases by time)
276 2, 10, 10 +X to Energy (Increases by time)
277 2, 10, 10 +X to Vitality (Increases by time)
278 2, 10, 10 X% Enhanced Attack Rating (Increases by time)
279 2, 10, 10 +X to Attack Rating (Increases by time)
280 2, 10, 10 +X Cold Damage (Increases by time)
281 2, 10, 10 +X Fire Damage (Increases by time)
282 2, 10, 10 +X Lightning Damage (Increases by time)
283 2, 10, 10 +X Poison Damage (Increases by time)
284 2, 10, 10 X% Cold Resist (Increases by time)
285 2, 10, 10 X% Fire Resist (Increases by time)
286 2, 10, 10 X% Lightning Resist (Increases by time)
287 2, 10, 10 X% Poison Resist (Increases by time)
288 2, 10, 10 +X Cold Absorb (Increases by time)
289 2, 10, 10 +X Fire Absorb (Increases by time)
290 2, 10, 10 +X Lightning Absorb (Increases by time)
291 2, 10, 10 +X Poison Absorb (Increases by time)
2 Note: All by Time magic properties change value depending on the time of day in the game. The format of the bit fields is the same in all cases. The first 2-bit field specifies the time of day when the value is at its maximum:
0 During Daytime 1 Near Dusk
2 During Nighttime 3 Near Dawn
The second and third fields are, respectively, the minimum and maximum values of the property. It has the maximum value at the time specified, the minimum value at the opposite time, and a value halfway between minimum and maximum during the in-between times.
10
10
292 2, 10, 10 X% Extra Gold from Monsters (Increases by time)
293 2, 10, 10 X% Better Chance of Getting Magic Items (Increases by time)
294 2, 10, 10 Heal Stamina Plus X% (Increases by time)
295 2, 10, 10 +X to Stamina (Increases by time)
296 2, 10, 10 X% Damage to Demons (Increases by time)
297 2, 10, 10 X% Damage to Undead (Increases by time)
298 2, 10, 10 +X to Attack Rating against Demons (Increases by time)
299 2, 10, 10 +X to Attack Rating against Undead (Increases by time)
300 2, 10, 10 X% Chance of Crushing Blow (Increases by time)
301 2, 10, 10 X% Chance of Open Wounds (Increases by time)
302 2, 10, 10 +X Kick Damage (Increases by time)
303 2, 10, 10 X% Deadly Strike (Increases by time)
511
(0x1ff)
0 End of the (current) property list. If this is a set item, more property lists may follow; otherwise the last byte of item data is zero-padded.


Trevin Beattie's eMail

Please send any additions or corrections to me using my web-based mail form.