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|
|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|
1Use the mlvl for normal difficulty regardless of what difficulty you are playing on.
2Note that for the purpose of dropping items, Diablo is neither a special nor a unique monster but a normal one.
3The +4 bonus will be found in the appropriate steps below.
4You will often find potions of various sorts on the ground; they are specially placed there and are not generated according to normal rules.
5The Hive levels are numbered 9-12 and the Crypt levels are numbered 13-16.
6Most 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 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.
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.
|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|
|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:|
|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.|
|dlvl 5:||light armor|
|dlvl 6-9:||medium armor|
|dlvl 10-15:||heavy armor|
|Library book and Skeleton Tome|
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|
|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:|
|On the ground:||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))%|
|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.|
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.
|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|
|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|
|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.|
|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 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|
|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|
1A 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.|
|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|
|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 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|
|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|
|Rod of Onan||21|
|1I 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:|
|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|
|16||Teleport||Yes||Yes||34||Ring of Fire||Yes||Yes|
1Position 26 to 35 only exist in Hellfire.
2Only exists as books in Hellfire.
3In single player, the spells Heal Other and Resurrect are automatically skipped and do not count even if the ilvl is high enough.
|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|
|For information about how the spell is chosen, see above under Staff.|
|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|
|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%|
|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%|