Diablo II Item Magical Properties

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

Updated July 25, 2003
visitors since

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
0732 +X to Strength
1732 +X to Energy
2732 +X to Dexterity
3732 +X to Vitality
7832 +X to Life
9832 +X to Mana
11832 +X to Maximum Stamina
169 +X% Enhanced Defense
179
+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
1910 +X to Attack Rating
206 X% Increased Chance of Blocking
216 +X to Minimum Damage
227 +X to Maximum Damage
236 +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.
247 +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.
278 Regenerate Mana X%
288 Heal Stamina X%
311010 +X Defense
321010 +X Defense vs. Missile
331010 +X Defense vs. Melee
346 Damage Reduced by X
356 Magic Damage Reduced by X
368 Damage Reduced by X%
378 Magic Resist +X%
388 +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.
398 Fire Resist +X%
405 +X% to Maximum Fire Resist
418 Lightning Resist +X%
425 +X% to Maximum Lightning Resist
438 Cold Resist +X%
445 +X% to Maximum Cold Resist
458 Poison Resist +X%
465 +X% to Maximum Poison Resist
488 Adds X-Y fire damage
8
506 Adds X-Y lightning damage
9
526 Adds X-Y magic damage
contributed by Clement Lau -- thanks!
7
546 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.
579

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
607 X% Life stolen per hit
627 X% Mana stolen per hit
73830 +X Maximum Durability
74630 Replenish Life +X
75720 Increase Maximum Durability X%
76610 Increase Maximum Life X%
77610 Increase Maximum Mana X%
787 Attacker Takes Damage of X
799100 X% Extra Gold from Monsters
808100 X% Better Chance of Getting Magic Items
817 Knockback
I have no idea what the data field is used for.
833 +X to Amazon Skill Levels
843 +X to Paladin Skill Levels
853 +X to Necromancer Skill Levels
863 +X to Sorceress Skill Levels
873 +X to Barbarian Skill Levels
8944 +X to Light Radius
905 This property is not displayed on the item, but its effect is to alter the color of the ambient light. The possible colors are:
CodeColorCodeColor CodeColorCodeColor
0White 1Light Grey 2Dark Grey 3Black
4Light Blue 5Dark Blue 6Crystal Blue
7Light Red 8Dark Red 9Crystal Red
10Light Green 11Dark Green 12Crystal Green
13Light Yellow 14Dark Yellow
15Light Gold 16Dark Gold
17Light Purple 18Dark Purple
19Orange
20Bright White
918100 Requirements -X%
Note that after subtracting the bias, X is (usually) a negative number.
93720 X% Increased Attack Speed
96720 X% Faster Run/Walk
99720 X% Faster Hit Recovery
102720 X% Faster Block Rate
105720 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
110820 Poison Length Reduced by X%
111720 Damage +X
1127 Hit Causes Monster to Flee X%
1137 Hit Blinds Target +X
1146 X% Damage Taken Goes to Mana
1151 Ignore Target Defense
The value of the data field is always 1.
1167 X% Target Defense
1177 Prevent Monster Heal
The value of the data field is 1; I don't know if it means anything.
1181 Half Freeze Duration
The value of the data field is always 1.
119920 X% Bonus to Attack Rating
1207128 X to Monster Defense Per Hit
121920 +X% Damage to Demons
122920 +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%.
12310128 +X to Attack Rating against Demons
12410128 +X to Attack Rating against Undead
1264 +X to Fire Skills
1273 +X to All Skill Levels
1285 Attacker Takes Lightning Damage of X
1345 Freezes Target
1357 X% Chance of Open Wounds
1367 X% Chance of Crushing Blow
1377 +X Kick Damage
1387 +X to Mana After Each Kill
1397 +X Life after each Demon Kill
1407 Unknown.  This property actually doesn't show up in the item's description.  Found it on the Swordback Hold Spiked Shield.
1417 X% Deadly Strike
1427 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.
1437 X Fire Absorb
1447 Lightning Absorb X%
1457 X Lightning Absorb
1467 Magic Absorb X%
1477 X Magic Absorb
1487 Cold Absorb X%
1497 X Cold Absorb
1507 Slows Target by X%
1517 Blessed Aim
1527 Defiance
1531 Cannot Be Frozen
1547 X% Slower Stamina Drain
1557 X% Chance to Reanimate Target
1567 Piercing Attack
1577 Fires Magic Arrows
contributed by Chris Moore -- thanks!
1587 Fires Explosive Arrows or Bolts
1596 +X to Minimum Damage
I've never seen this by itself; it's always been accompanied by properties 21 and 23.
1607 +X to Maximum Damage
I've never seen this by itself; it's always been accompanied by properties 22 and 24.
1793 +X to Druid Skill Levels
1803 +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:
ClassCodeSkill Set CodeSkill SetCodeSkill Set
Amazon0Bow and Crossbow Skills 1Passive and Magic Skills 2Javelin and Spear Skills
Sorceress3Fire Spells 4Lightning Spells 5Cold Spells
Necromancer6Poison and Bone Spells 7Summoning Spells 8Curses
Paladin9Combat Skills 10Offensive Auras 11Defensive Auras
Barbarian12Combat Skills 13Combat Masteries 14Warcries
Druid15Summoning 16Shape Shifting 17Elemental
Assassin18Traps 19Shadow Disciplines 20Martial Arts
5
1944 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.
2146 +X to Defense (Based on Character Level)
2156 X% Enhanced Defense (Based on Character Level)
2166 +X to Life (Based on Character Level)
2176 +X to Mana (Based on Character Level)
2186 +X to Maximum Damage (Based on Character Level)
2196 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.
2206 +X to Strength (Based on Character Level)
2216 +X to Dexterity (Based on Character Level)
2226 +X to Energy (Based on Character Level)
2236 +X to Vitality (Based on Character Level)
2246 +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.
2256 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.
2266 +X Cold Damage (Based on Character Level)
2276 +X Fire Damage (Based on Character Level)
2286 +X Lightning Damage (Based on Character Level)
2296 +X Poison Damage (Based on Character Level)
2306 Cold Resist +X% (Based on Character Level)
2316 Fire Resist +X% (Based on Character Level)
2326 Lightning Resist +X% (Based on Character Level)
2336 Poison Resist +X% (Based on Character Level)
2346 +X Cold Absorb (Based on Character Level)
2356 +X Fire Absorb (Based on Character Level)
2366 +X Lightning Absorb (Based on Character Level)
2376 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.
2386 Attacker Takes Damage of X (Based on Character Level)
2396 X% Extra Gold from Monsters (Based on Character Level)
2406 X% Better Chance of Getting Magic Items (Based on Character Level)
2416 Heal Stamina Plus X% (Based on Character Level)
2436 X% Damage to Demons (Based on Character Level)
2446 X% Damage to Undead (Based on Character Level)
2456 +X to Attack Rating against Demons (Based on Character Level)
2466 +X to Attack Rating against Undead (Based on Character Level)
2476 X% Chance of Crushing Blow (Based on Character Level)
2486 X% Chance of Open Wounds (Based on Character Level)
2496 +X Kick Damage (Based on Character Level)
2506 X% to Deadly Strike (Based on Character Level)
contributed by Chris Moore
2525 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.
2535 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.
2548 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
2Note: 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:
0During Daytime 1Near Dusk
2During Nighttime 3Near 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
2682, 10, 10 +X Defense (Increases by time)
2692, 10, 10 X% Enhanced Defense (Increases by time)
2702, 10, 10 +X to Life (Increases by time)
2712, 10, 10 +X to Mana (Increases by time)
2722, 10, 10 +X to Damage (Increases by time)
2732, 10, 10 X% Enhanced Damage (Increases by time)
2742, 10, 10 +X to Strength (Increases by time)
2752, 10, 10 +X to Dexterity (Increases by time)
2762, 10, 10 +X to Energy (Increases by time)
2772, 10, 10 +X to Vitality (Increases by time)
2782, 10, 10 X% Enhanced Attack Rating (Increases by time)
2792, 10, 10 +X to Attack Rating (Increases by time)
2802, 10, 10 +X Cold Damage (Increases by time)
2812, 10, 10 +X Fire Damage (Increases by time)
2822, 10, 10 +X Lightning Damage (Increases by time)
2832, 10, 10 +X Poison Damage (Increases by time)
2842, 10, 10 X% Cold Resist (Increases by time)
2852, 10, 10 X% Fire Resist (Increases by time)
2862, 10, 10 X% Lightning Resist (Increases by time)
2872, 10, 10 X% Poison Resist (Increases by time)
2882, 10, 10 +X Cold Absorb (Increases by time)
2892, 10, 10 +X Fire Absorb (Increases by time)
2902, 10, 10 +X Lightning Absorb (Increases by time)
2912, 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:
0During Daytime 1Near Dusk
2During Nighttime 3Near 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
2922, 10, 10 X% Extra Gold from Monsters (Increases by time)
2932, 10, 10 X% Better Chance of Getting Magic Items (Increases by time)
2942, 10, 10 Heal Stamina Plus X% (Increases by time)
2952, 10, 10 +X to Stamina (Increases by time)
2962, 10, 10 X% Damage to Demons (Increases by time)
2972, 10, 10 X% Damage to Undead (Increases by time)
2982, 10, 10 +X to Attack Rating against Demons (Increases by time)
2992, 10, 10 +X to Attack Rating against Undead (Increases by time)
3002, 10, 10 X% Chance of Crushing Blow (Increases by time)
3012, 10, 10 X% Chance of Open Wounds (Increases by time)
3022, 10, 10 +X Kick Damage (Increases by time)
3032, 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.

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