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Diablo II Game Editor
for Diablo II v1.09 and the Diablo II Expansion Set: Lord of Destruction
Trevin Beattie
Game Editor and this manual copyright c 2002-2003 Trevin Beattie
Diablo II and Lord of Destruction copyright c 2000, 2001 Blizzard Entertainment

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Table of Contents
1 Introduction ................................... 1
2 Installation..................................... 2
2.1 System Requirements........................................... 2
2.2 Downloading................................................... 3
2.3 Building....................................................... 3
2.4 Installing ...................................................... 3
3 Opening a character file......................... 5
3.1 Creating a new character ....................................... 5
3.2 Saving your character........................................... 6
4 Editing your character .......................... 7
4.1 Overview — the Views ......................................... 7
4.2 Character Statistics ............................................ 7
4.3 Character Skills ................................................ 8
4.4 Inventory...................................................... 9
4.5 Acts ......................................................... 11
4.6 Waypoints.................................................... 12
4.7 Quests ....................................................... 13
4.8 Mercenary.................................................... 15
5 Opening an item .............................. 16
5.1 Creating New Items ........................................... 16
5.2 Saving your items ............................................. 17
6 Editing your items............................. 19
6.1 Potions and Gems............................................. 19
6.2 Magical Properties ............................................ 20
6.2.1 Magic Prefix and Suffix ............................... 22
6.2.2 Set and Unique Items ................................. 22
6.2.3 Crafted Items ........................................ 23
6.2.4 Magic Properties List ................................. 23
6.3 Weapons and Armor .......................................... 23
6.3.1 Additional fields for weapons .......................... 25
6.3.2 Additional fields for armor ............................ 25
6.4 Socketed Items................................................ 26

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7 Options ....................................... 28
7.1 Character Changes ............................................ 28
7.2 Character Links............................................... 31
7.3 Item Editor Options........................................... 34
8 Future Directions.............................. 37
Index ............................................ 38

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Chapter 1: Introduction
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1 Introduction
I started out with writing a text-based saved game (‘.d2s’) viewer/editor, which
grew from simply upping the experience to editing the major stats and several
aspects of items. But it got very complicated, and one of its shortcomings–due
to its evolution without much planning–is that most everything is hard-coded and
linear.
In doing a bunch of research (yeah, that’s it!) on Diablo II saved games, a decoded
a good part of the ‘.d2s’ file format and item format on my own. I then looked
around the Web and found a couple of other sites that had similar information, so
I was able to confirm and fill in a few spots in the file format. But after even more
research, I found that the existing pages on the web were very incomplete or out of
date and in a few cases inaccurate. So I published my own findings.
Then, because I found myself with a bunch of time on my hands and a sudden
urge to code, I decided to redesign my game editor and put a graphical interface
on in. Because I’m a unix person, naturally the GUI had to be in X. I chose to
implement the interface with Motif because 1) I had already written some minor
programs in pure Xlib and Xt, and Motif was next on my list of things to learn;
2) I have O’Reilly’s excellent documentation on Motif 1.2 in hardcopy, and recently
downloaded a PDF version of their updated manuals for Motif 2.0; and 3) many
thanks to the Open Group, Motif is now freely available for Free platforms (e.g.,
Linux, *BSD), so portability should not be an issue. While there is still a learning
curve in writing Motif applications, most of it is turning out to be a lot easier than
I feared.
After working on the code for several months, I came up with a program that was
functional enough to use for practically all aspects of character and item editing. I
have made the source code publicly available on my web site. Of course there’s still
a lot more to do on this project, but I seem to have so many things to do and so
little time to do it. . ..

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Chapter 2: Installation
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2 Installation
2.1 System Requirements
To compile and run the Diablo II Game Editor, you need:
Motif version 2.2
X Window System version 11
• a variant of unix
• the Gnu C Compiler, make, and other development tools
• certain data files from the Diablo II Expansion Set, patch level 1.09:
In ‘D2data.mpq’:
• ‘data/local/lng/eng/string.tbl’
In ‘D2exp.mpq’:
• ‘data/global/excel/experience.txt’
• ‘data/global/excel/hiredesc.txt’
• ‘data/global/excel/rareprefix.txt’
• ‘data/global/excel/raresuffix.txt’
• ‘data/local/lng/eng/expansionstring.tbl’
In ‘Patch_D2.mpq’:
• ‘data/global/excel/armor.txt’
• ‘data/global/excel/cubemain.txt’
• ‘data/global/excel/gems.txt’
• ‘data/global/excel/hireling.txt’
• ‘data/global/excel/itemtypes.txt’
• ‘data/global/excel/magicprefix.txt’
• ‘data/global/excel/magicsuffix.txt’
• ‘data/global/excel/misc.txt’
• ‘data/global/excel/runes.txt’
• ‘data/global/excel/setitems.txt’
• ‘data/global/excel/skills.txt’
• ‘data/global/excel/uniqueitems.txt’
• ‘data/global/excel/weapons.txt’
• ‘data/local/lng/eng/patchstring.tbl’
Visit the Phrozen Keep for tools and instructions to extract these files from your
Diablo II game.
The editor has been compiled and testing in the following environments:
• ICS openMotif 2.2.0, 2.2.2
• XFree86 4.2.0, 4.3.0 (X11R6)

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RedHat Linux 7.1, 9
• GCC 2.96, 3.2.2
• Diablo II v1.09b
Other minor/later versions and compatible libraries should also work (e.g., open-
Motif 2.1, FreeBSD 4.x, gcc 3.0), but have not been tested.
2.2 Downloading
Follow
the
download
link
from
http://www.xmission.com/trevin/
DiabloIIv1.09_Editor.html to get the source code for the editor, and any
optional components (e.g. background images).
2.3 Building
Look
over
the
files
‘Makefile’,
‘d2s/paths.h’,
‘d2s/Makefile’,
‘motif/d2sEdit.ad’,
and ‘motif/Makefile’,
and change any of the
paths / flags if necessary for your system. (Sorry, there is no ’configure’ script
at this time.) Then, run ‘make’ in the top level directory. If all goes well, run
‘make install’. (Make sure you have permission to install programs in the target
directory.)
You can also try out the program in-place without installing it first. To do this,
run the program with the following options:
motif/d2sEdit -images motif/images -tables tables -uidfiles motif
2.4 Installing
This character editor works by reading the same data tables used by the game
itself. Some of the data tables distributed with this program were created by myself
either using my own data or data from the game; the rest were extracted from the
game’s ‘.mpq’ files using mod tools found at http://d2mods.xfernet.com/. It may
therefore be possible to keep the editor up to date with changes in the game (or
even mods made by gamers) by re-extracting the tables from any new version. (No
guarantees, of course.)
The following files are required from the Diablo game itself (v1.09):
In ‘D2data.mpq’:
• ‘data/local/lng/eng/string.tbl’
In ‘D2exp.mpq’:
• ‘data/global/excel/experience.txt’
• ‘data/global/excel/hiredesc.txt’
• ‘data/global/excel/rareprefix.txt’
• ‘data/global/excel/raresuffix.txt’
• ‘data/local/lng/eng/expansionstring.tbl’

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In ‘Patch_D2.mpq’:
• ‘data/global/excel/armor.txt’
• ‘data/global/excel/cubemain.txt’
• ‘data/global/excel/gems.txt’
• ‘data/global/excel/hireling.txt’
• ‘data/global/excel/itemtypes.txt’
• ‘data/global/excel/magicprefix.txt’
• ‘data/global/excel/magicsuffix.txt’
• ‘data/global/excel/misc.txt’
• ‘data/global/excel/runes.txt’
• ‘data/global/excel/setitems.txt’
• ‘data/global/excel/skills.txt’
• ‘data/global/excel/uniqueitems.txt’
• ‘data/global/excel/weapons.txt’
• ‘data/local/lng/eng/patchstring.tbl’
These should be placed in the ‘tables’ directory, along with the tables created
just for this program. (Note: the last three ‘.tbl’ files can be replaced with string
files for alternate languages. Not supported.)
The editor also uses a large number of images files, which are also extracted from
the game. In this case, however, it can’t use the game’s images directly (which
are in DC6 format); they must be converted to XPM format first. Unfortunately,
although I have a conversion program, it is not yet integrated into the make process.
The editor will work just fine without any images, though (and may work just a bit
faster).

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3 Opening a character file
Invoke the editor by entering ‘d2sEdit’. You will be presented with the Character
Statistics page with blank entries. If you have an existing character file, click on
‘File’, then ‘Open...’, and find the ‘.d2s’ file for your character. Then click on
‘Open’.
You may also open your character file by giving its path on the command line—
for example, ‘d2sEdit Conan.d2s’.
The Character Statistics page wiil look something like this:
The fields on this page show your character’s name, class, level, amount of experi-
ence, the experience required to reach the next level, and of course his/her statistics.
In the middle there is also a picture of your character. Next to this picture are three
lines that indicate whether you are playing an Expansion character, in Hardcore
mode, and whether your character has ever died. These lines will have a checkmark
next to them if true.
At the bottom of the window is a message box which shows any informational
or warning messages about your character editing session.

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3.1 Creating a new character
You can also create a brand-new character with the editor, if you want to have a
custom-made character ready before you start playing Diablo II. Just click on the
‘File’ menu, then ‘New’. You will be presented with the following dialog:
In this dialog, you choose which character class you want to create, give the
character a name, select whether to make it a normal game or an Expansion game,
and choose whether to play in Hardcore mode. Then just click on ‘Create’.
When selecting your character’s name, the editor normally restricts your input
to valid names allowed by the Diablo II game—the length must be 2–15 characters,
upper or lower case letters, and may contain 1 dash as long as it is not the first or
last character. (It is possible to override this restriction; see Chapter 7 [Options],
page 28.)
3.2 Saving your character
When you are finished editing your character, you can save it by choosing ‘File’,
‘Save’ from the menu (if editing an existing file). Or, you can select ‘File’, ‘Save
As...’ to save your character in a different directory or with a different name.
Please note that character files you intend to use in the game must be saved with
the character’s name and the extension ‘.d2s’.
If you are saving an existing character, your original copy will be renamed before
the modified version is written. This allows you to recover the unmodified character
in case something goes wrong. Backup copies are named with the extension ‘.1’,
‘.2’, and so on.

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4 Editing your character
4.1 Overview — the Views
The character editor consists of several “pages” that show various aspects of your
character and his/her game progression. You can switch between the different pages
by using the ‘View’ menu. The different views are:
The View menu includes a tear-off strip that you can click to make the menu
permanently visible as a mini-dialog.
4.2 Character Statistics
Your character starts out at level 1. As he or she gains experience, the level increases
up to a maximum of 99. A progress bar just below the level and experience numbers
shows how far along your character is towards gaining the next level.
You can increase your character’s level and/or experience by directly entering
the new value, or by moving the progress bar with your mouse. If you change the
amount experience beyond that which is required for the next level, your level will
change automatically to the correct amount. When you change your level instead,
the experience points will be adjusted so that you remain at the same relative
distance between the start and end points of each level.
When your level increases, your stamina, life, and mana automatically increase
according to your character type, and you also gain additional stat points that you
can distribute among strength, dexterity, vitality, and energy. You can either enter
the new values directly, or click on the
button that appears next to each statistic
to increment it. As you increase these statistics, your stamina, life, and mana will
again increase accordingly.

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4.3 Character Skills
The Character skills page looks like this:
The skills shown on the skills page depend on your character class. You also
have three skill groups for each class to choose from, which are selectable using the
large buttons on the right side of the page. When your level increases, you are
given a number of additional skill choices. To increase your skills, you can either
enter the new skill level directly in the box next to the skill icon, click on the up
arrow next to the box, or click on the skill icon itself. Note that clicking on a skill
icon will increase that skill to the maximum allowed by your remaining skill choices
and level requirement. You can only add skills for which you meet the required
level and prerequisite skills. If you have sufficient skill choices remaining, you can
click on a higher-level skill and the editor will add a point to all of its prerequisites
automatically. If you do not have enough skill choices or meet the requirements, the
skill icon will be disabled.

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4.4 Inventory
On this page you can see all of the items in your character’s posession. By using the
middle mouse button, you can also move items from place to place. The right half of
the page is laid out in much the same way as your inventory in the game. If you are
editing an Expansion Set character, it will show both your equipped and alternate
ready weapons at the same time (the alternate weapons are on the outside).
On the left side of the page is your stash, and in the middle is displayed the
contents of your belt pouches and the Horadric Cube. The number of boxes shown
in the Belt area will change depending on what kind of belt your character is wearing.
At the top center is one more item box labelled “Mouse”. Normally this box will be
empty. However, if you happen to be editing an auto-saved character file that just
happened to be saved while you had picked up an item with your mouse and had
not yet placed it anywhere, that item will show up here. In that case, you should
move the item to your inventory or stash before playing the character again.

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You can move items from place to place by dragging them with the middle mouse
button. You can also select an item using the mouse or keyboard and choose the
‘Cut’ and ‘Paste’ options from the ‘Edit’ menu to move it. As you can guess, you
can also use these editing commands to delete or copy items. You can also duplicate
an item by dragging it with the middle mouse button while holding down the
Ctrl
key.
If you simply click on an item with your primary mouse button, a pop-up will
appear with that item’s description.
The description shows the same information about the item that you see in the
game. Just below the description are two or three buttons. The first, “More >>”,
gives you some of the hidden details about an item.
The middle button is only present on some items. For weapons and armor, it will say
“Repair”. You can click this to bring the item’s durability back up to its maximum.
For stackable items this button will say “Replenish”, and clicking it will give you
the maximum quantity of that item you can have in the stack. The last button,
“Edit”, will open up that item in the Item Editor (see Chapter 6 [Editing your
items], page 19).
If your character has just died, there will be a corpse laying around somewhere
in the game. The Equpiment box on the inventory page will include a button that

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lets you switch the equipment view from what you are currently carrying to what
was left by your corpse. You can then view/edit the items on your corpse, or move
them to your inventory or stash.
4.5 Acts
The Acts page shows you which NPC characters you’ve spoken with in each act,
as well as the difficulty level you are playing and in which town your character is
located. By clicking on a character’s name, you say that you have already spoken
to that person, and he or she will not introduce him/herself to you the next time
you meet.
The last entry in each act is the gateway that opens up the next act. For example,
if “Caravan East” is checked under Act I, you are then able to travel to Lut Gholein.
If you click on a character in an act that you have not yet entered, the editor
will automatically open up the gateway from the previous act(s). You can change
this behavior in the Options dialog (see Chapter 7 [Options], page 28).

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4.6 Waypoints
On the Waypoints page you can activate waypoints in all locations without having
to actually go there. This is useful for some of those hard-to-find waypoints, such as
the Great Marsh. The town waypoint in each act is automatically activated when
you enter the act. As with the Acts page, if you activate a waypoint for an act you
have not yet entered, the editor will automatically enter all previous acts for you
and activate the town waypoint in each.

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4.7 Quests
The Quests page shows you all of the quests in each act and whether you have
started or completed them. Quests which you have started but not yet completed
are marked by a gray check, while completed quests have a black check.
When you click on a quest, details of that quest show up in the lower right corner
of the page. It shows you the quest icon, a drop-down list of possible statse for that
quest, and a small window showing the quest text displayed in the game.

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Using the drop-down list, you can start or complete any of the quests. You can
make a quest partially completed too. Some quest states require that you have (or
do not have) certain items. If you select one of these states, the required items will
be automatically added to (or removed from) your inventory.
Each state in the drop-down list has a hexadecimal code next to it. Some quest
states have the same code depending on what quest items you are carrying. For
example, in The Search For Cain, state ‘000c’ is “Take the Scroll of Inifuss to
Akara” if you are carrying the Scroll of Inifuss. If instead you are carrying the Key
to the Cairn Stones, the same state will say “Go to the Cairn Stones in the Stony
Field.. . .”
Certain quests cannot be completed or even started before other quests have been
finished. The editor knows about most of these dependencies and can automatically
complete some quests if you decide to start others that depend on them. However,
due to the complexities involved, this feature is turned off by default. See Chapter 7
[Options], page 28 for enabling this feature.

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4.8 Mercenary
In an Expansion Set game, you have the ability to hire and retain a mercenary
through all acts in the game. You can also equip your mercenary with a limited
selection of items. On the Mercenary page, you can change view and change your
mercenary’s experience/level, type, and equipment.
If you have hired a mercenary, that mercenary’s icon is displayed and the mer-
cenary’s name and description are just below that. There is also a check box next
to the icon which indicates whether your mercenary is dead.
As with your character, you can change your mercenary’s level or experience and
the other value will automatically be adjusted to match. The mercenary’s statistics,
shown on the bottom half of the page, are automatically computed. These values
are determined by the game itself and not stored with the character data, so you
cannot change them.
The Equipment box on the right side of the page works just like your character’s
inventory.

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5 Opening an item
There are two ways you can open an item. As mentioned in Section 4.4 [Inventory],
page 9, when you click on an item in your character’s inventory, press the ‘Edit’
button to edit that particular item.
The program can also open items from individually saved item files. The file
should be in raw binary format as saved by this Item Editor or by many other
available item editors, provided it is from Diablo II version 1.09, and have the
extension ‘.d2i’. To open one of these files, click on ‘File’, then ‘Open...’ from
any Item Editor window. You may also open the item file by giving its path on the
command line—for example, ‘d2sEdit Axe.d2i’.
5.1 Creating New Items
You can create new items for your characters by selecting ‘File’, then ‘New Item...’
from any character editor window; or by selecting ‘File’, ‘New...’ from an item
editor window. You are then presented a dialog showing a list of items to choose
from.
The list is sorted alphabetically. In order to help you find an item by type, a
filter is provided on the right side of the dialog. By default all standard game items
are selected.
In the “Include Item Types” box, there are four major categories shown: armor,
miscellaneous, quest, and weapon. To exclude all items in a category, simply un-
check the check box. (Note: there are several quest items which are actually in the
“Weapon” category, such as the Staff of Kings, The Gidbinn, and Wirt’s Leg.) Most
categories also have an arrow button next to them, which indicates they are divided
into sub-categories. By clicking on this arrow, you can further refine your search for
a particular item type.

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Items will be included or excluded from the list depending on whether their
most specific type is checked. For example, if you have un-checked “Weapon”, and
checked “Axe” and “Throwing Axe”, then axes and throwing axes will be shown in
the list but all other weapons will not.
The next filter is the item level. As explained in Chapter 6 [Editing your items],
page 19, a level is randomly assigned to the item when it is created. However, many
items are only available after a certain minimum level (i.e. exceptional and elite
items). By changing the item level fields, you can restrict the list to those items
which meet a certain minimum level. Thus you can avoid cluttering the list with
items which your character may not be able to handle yet, or items which you may
find too weak. A good rule of thumb is to choose items which are within about 5
points below to 10 points above your character’s current level.
Lastly, there is a checkbox which will allow you to include or exclude all Expan-
sion Set specific items from the list.
After making your selection in the filter, click on the “Filter” button to refresh
the item list. When you have found and selected the item you are looking for,
click on “Create” to create the item. The item will be generated with a randomly
chosen item level and fingerprint. Most items are created with a “Normal” quality;
however, some items which cannot be normal (e.g. rings) will instead be created
with a “Magic” quality and assigned random affixes. Certain unique quest items
(such as the Staff of Kings) will be created with a fixed set of magic properties as
determined by the game.
5.2 Saving your items
When you have finished creating or editing an item, you can save it for later use by
choosing ‘File’, ‘Save As...’ from the menu. You can name the file anything you
like, but by convention it should have the extension ‘.d2i’.

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If you are saving an item that already has an item file, your original copy will
be renamed before the modified version is written. The allows you to recover the
previous revision in case something goes wrong. Backup copies are named with the
extension ‘.1’, ‘.2’, and so on.

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Chapter 6: Editing your items
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6 Editing your items
When you click on the Edit button on an item pop-up, it opens that item in the
Item Editor. The Item Editor lets you view detailed information about the item
and change most aspects about it.
For simple items, the Item Editor doesn’t display much. You see the item’s
picture, its description and internal 3-letter code, its classification(s), the required
level to use the item (if any), whether it is a quest item, and whether it is an
Expansion Set item. Most items will also include a display area in the top right
corner of the window that provides a full description of the item similar to what you
see in the game. At the bottom of the Item editor window is a message box which
shows any informational or warning messages about editing the item.
Other types of items will have additional boxes of
information depending on the item type. For example,
stacked items show the quantity of items in the stack.
You can directly edit the number of items in the text
box.
Most complex items have a fingerprint and an item
level. The fingerprint is a randomly generated 32-bit
number (shown in hexadecimal) used by the game to
prevent duplicate items from being used. That is why
when you duplicate an item using the Game Editor, it
gives the copy a new fingerprint.
The item level is a value from 1–99 chosen by the
game according to where you found the item. Generally
it is within a few points of your character’s level. This
value in turn affects what other attributes are available
to the item, such as magical properties or number of
sockets.

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6.1 Potions and Gems
When you edit a potion, you get a nice little fea-
ture: a Change Potion box that lets you convert
one potion into any of the other available po-
tions. This is a convenient way to change Minor
potions into Super potions, or even into Full Re-
juvination Potions, for example.
You get a similar feature for gems and runes.
The Change Gem box allows you to change one
gem or skull into any other type of gem or skull.
The Change Rune box lets you change one rune
into another. For both gems and runes, the de-
scription box tells you what magic properties it
will add to any weapon or armor type, if it has
not yet been placed in an item. If the gem or
rune is socketed, the list shows only the effect
that the gem actually has where it is.

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6.2 Magical Properties
If an item can have magical properties associated with it, such as rings, weapons,
and armor, the Item Editor displays at least two additional boxes: the Item Quality
and Magic Properties.
Under Item Quality, a checkbox indicates whether the item has been identified.
Handy if you haven’t found Cain yet (see Section 4.7 [Quests], page 13). Regardless
of whether it’s been identified, however, you will still be able to see the complete
item description and attributes in the Item Editor.
Next to this checkbox is a selection box that lets you choose whether the item is
normal, low quality, high quality, magic, or rare. For some specific items, you might
also be able to create an item that is part of a set or a unique item. But selecting
a set or unique item not only depends on the item type, but the item level.
A few items, such as rings and amulets, also have multiple pictures that can be
displayed. These will have a Change Picture box containing all available pictures
for the item.

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At the bottom of the Item Quality area is an “Unknown field”. Leave this value
alone for now. (Needs to be researched.)
The middle section of the Item Quality box changes depending on the quality
selected. For normal items, there will be no additional controls. For low quality
and high quality items, you get a simple numeric field containing the item’s grade
(i.e., cracked, damaged, superior, etc.). For magical items, you have control over
the exact type of magic applied.
6.2.1 Magic Prefix and Suffix
In your basic magical items, you have either a prefix (such as “Iron”), a suffix (such
as “of Craftmanship”), or both. Each possible prefix and suffix corresponds to a
certain magical property with which the item is enhanced. For example, “Iron” gives
the character a higher attack rating, and “of Craftmanship” adds to the maximum
damage a character can do. The prefix and suffix are each a drop-down list, so you
can choose the particular properties which are given to your items.
In addition to selecting the magic, the prefix and suffix also control the minimum
level required to use an item. The required level is the maximum of the level
requirement of the prefix and suffix (if any).
Many weapons and armor items can have their normal color altered by the magic
prefix or suffix. In this case, the “Prefix, Suffix” list will also show the color associ-
ated with the prefix and/or suffix. If both prefix and suffix have a color associated
with them, the suffix’ color takes precedence.
For rare items, the list gets even better. This time you have six possible prefixes
and suffixes. All of these affixes are ‘hidden’, meaning they don’t show up in the
item description, but their effects are the same as for basic magical items. It’s just
that there are more of them. You can have anywhere from 1–3 prefixes and 1–3
suffixes. As for coloration, the first suffix in the list with a color takes precedence,
or the first prefix if no suffixes have a color.
Rare items also have a Name field. There are two parts to a rare name, each one
having its own drop-down list. You can match up the parts of the name any way
you like, but both must be specified. The names that are available depend on the
type of item they are being applied to.
6.2.2 Set and Unique Items
If an item can be part of a set, you can choose “Part of a Set” from the item quality
drop-down list. You then get a drop-down list containing the names of the sets
containing an item of that type and level. Below the set name is a line containing
the name of the particular item belonging to that set, its required level, and the
number of ‘property lists’ for the item.
A property list is a group of magical properties that can be active on the item
depending on how many other items in the set have been equipped. The first
property list is the properties you get with the item no matter what. The second
list is given if you have a partial set, and the third list is given if you have a complete
set.

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23
As with set items, when selecting a unique item you have a drop-down list of all
possible uniques of that item type and level. When selecting one of these unique
items, you are shown its required level.
6.2.3 Crafted Items
Crafted items are new in the Expansion Set; you cannot make a crafted item for a
standard character. With respect to the item editor, a crafted item looks much like
a rare item. The only difference between them is that the game adds a certain set of
additional magic properties to the item besides those given my the hidden prefixes
and suffixes.
Unfortunately, the Item Editor does not add these extra properties, so if you
modify the affixes of a crafted item you will lose any extra magic that it has.
6.2.4 Magic Properties List
Another box in the Item Editor details the exact types and amounts of magic which
an item has. Each affix for magic or rare items has one or more magic properties
associated with it, and each set or unique item has a fixed group of magic properties.
The values given to each magic property have a certain valid range in the game
according to the affix that produced them. For example, the prefix “Iron” given at
Attack Rating bonus from 21–40, while “Steele” can have values of 41–60. The Item
Editor will randomly choose a value within this range for all magic properties when
you choose a new affix.
Of course, you can go into the magic properties list and manually enter a different
value of your choice for each property. You also have the ability to delete existing
magical properties and add new ones.
A word of warning: The Item Editor does not fully test the values you enter
to make sure they are game-legal. I have found during testing that in some cases,
certain customized property values can result in crashing the game. Edit these
values at your own risk. Make sure you keep backups of your unmodified characters
and items.

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Chapter 6: Editing your items
24
6.3 Weapons and Armor
Weapons and armor have an additional element in the Item Quality box and one or
two more boxes of information besides.
First of all, there is a field under Item Quality called “Personalized:”. This is
for items belonging to an Expansion Set character, and contains the name of the
item’s owner, as inscribed by Anya in Harrogoth after completing the Betrayal of
Harrogoth quest. By editing this field you can engrave any name you like on the
item.
The new box is labeled either “Armor” or “Weapon”, depending on the item
type. Some of the contents vary depending on the item, but other contents are the
same.
There are two check boxes: “Newbie” and “Ethereal”. The Newbie attribute is
given only to weapons and armor that come along with a newly created character.
When checked, the item has a repair cost of 1 gold piece and a sell value of 1.
Ethereal items are only available in the Expansion Set. When checked, the item
cannot be repaired.

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25
Next to these check boxes is written the required dexterity and strength to use
the item, if any. Note that these are the base values for the item type, before any
magical properties are applied (i.e. “Requirements -xx%”).
At the bottom of the Weapon or Armor box is the item’s fingerprint and level.
These were described earlier in this chapter.
The next item which is common to all weapons and armor is its durability.
Three values are shown: the current durability, the base (before any magical en-
hancements), and the standard durability for that type of item. Normally the base
durability will be equal to the standard durability, but it can be lower for low-quality
items, or higher for high-quality and ethereal items.
6.3.1 Additional fields for weapons
Weapons can have several additional lines of
information depending on the weapon type.
Most of this information is not editable how-
ever; it is shown only for information.
All weapons show the base amount of
damage they inflict. There may be either
one or two of the following types of dam-
age: one-handed damage, two-handed dam-
age, or throw damage. Throw damage ap-
plies to thrown weapons and bomb potions.
Two-handed damage is shown for bows. If
a weapon can be wielded with either one or
two hands, it shows both one-handed and two-
handed damage.
Weapons will also show their base attack
speed, which the game stores as an inte-
ger. Note that the relative qualifiers “Slow”,
“Fast”, etc. are only rough estimates. The ac-
tual weapon speed depends not only on this
value and any magical enhancements, but also
on the type of character using the weapon and
his or her proficiency.
Stacked weapons will also have a quantity line, which shows the current number
of weapons in the stack and the maximum number of weapons.
6.3.2 Additional fields for armor
All Armor boxes include a field for “Defense” below its durability. The defense value
is editable. Next to the text box is shown the valid range of defense for that type
of item.

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26
Belts include a line which shows the number of slots (or pouches) in the belt.
This value is set by the game, and is displayed only for informational purposes.
Shields include two lines: the base chance to block, and the “smite damage” if
the shield is wielded by a Paladin.
6.4 Socketed Items
Most weapons, shields, helms, and body armor can potentially be socketed. The
maximum possible number of sockets depends on the item type, and in some cases
also on the item level. For example, a level 23 Great Axe has a maximum of 4
sockets, but the same Great Axe at level 33 has up to 5 sockets, and at level 43
it can have 6 sockets. (For all items, an item level of 41 or higher allows it the
maximum number of sockets.)
In the Sockets area, the Item Editor shows a black box for each possible socket.
If the item is in fact socketed, there will be a content line for each socket the item

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Chapter 6: Editing your items
27
actually has. You can add sockets to the item (up to its maximum limit) by clicking
on the “Add Socket” button, and remove sockets by clicking on “Remove Socket”.
Sockets that have had gem placed in them show the gem and the character level
required to use that gem. The item’s required level is the maximum of the level
requirements of all installed gems and/or any magic affixes.
You can easily add gems to an item by simply dragging the gem onto an empty
socket using the middle mouse button. One of the great things about the Item
Editor is that in addition to adding gems, you can also remove gems from an item
and change the gems’ relative order (in case you want to change the color that your
gems give the item). To move a gem, either drag it to the desired slot position with
the middle mouse button, or click on the up or down arrows under “Move Gem”.

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Chapter 7: Options
28
7 Options
Like any good open-source program, just about everything in the Game Editor is
configurable. This chapter provides details on how all of the available options will
affect your editing experience.
When you click on ‘Options’ under the ‘Edit’ menu, you will be shown an option
dialog with three pages: Character Changes, Character Links, and Item Editor.
Many of these options are self-explanatory. Also, if you have Motif tooltips
enabled, hovering the mouse over most options will pop up a brief description of
that option. (To enable tooltips, add the line ‘?.toolTipEnable: True’ to your
‘.Xresources’ file.)
7.1 Character Changes
These options affect what you can or cannot change in a saved character.

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29
Character name may be changed
Allows you to change the name of your character, as stored in the saved ‘.d2s’
file. Remember that to be useable, your file name must match the character
name. The character name can be changed on the top of the Character Statistics
(‘Stats’) page.
Character title may be changed
Lets you change your title, e.g. from Sir to Lord. (Not implemented)
Allow conversion to Expansion character
Lets you change a standard game character to an Expansion Set character (or
vice-versa). To convert your character, click on “Expansion Character” next to
your character’s icon on the Character Statistics page. Note that the ability to
change an Expansion Set character to a standard character is subject to other
restrictions (for example, (s)he cannot be carrying any Expansion Set-specific
items).
Hardcore status may be changed
Lets you switch your game to Hardcore mode or back to standard. In a Hardcore
game, once you die, you cannot be resurrected. Thus when changing to Hardcore
mode you must also ensure that the “Character has died” indicator is not checked.
To switch your game mode, click on “Hardcore” next to your character’s icon on
the Character Statistics page.
Death status may be changed
Lets you clear (or set) the flag that records whether your character has died. This
also affects the ability to set whether your mercenary (if any) is dead or alive.
To clear your “Character has died” flag, click on “Character has died” next to
your character’s icon on the Character Statistics page.
Allow stats to be reduced
Normally, the Game Editor allows only forward progression in the game, meaning
your experience, stats, and skill levels can only go up. By turning this option on,
you can reduce your experience, stats, and skill levels.
Experience may be changed
This lets you change your character’s experience. Normally this option is on.
Note that if you disable this but leave the next option on, your experience will
still be changed to match your character’s level, but you cannot adjust it directly.
Level may be changed
This lets you change your character’s level. Normally this option is on. If disabled
(and changing experience is on), you will only be able to set your experince within
the minimum and maximum values available for your current level.
Primary stats may be changed
Lets you change your strength, dexterity, vitality, and energy, provided you have
enough stat points remaining to distribute among them. It also lets you change
your current stamina, life, and mana.

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30
Secondary stats may be changed
Lets you change your base stamina, life, and mana. These statistics are also ad-
justed automatically when to your vitality and energy change. When changing
your base stamina, life, and mana, their current values also change proportion-
ately.
Stat points may be changed
Lets you change the amount of stat points remaining for distribution. Normally
you only get 5 stat points per level increase.
Skill levels may be changed
Lets you change your character’s skill levels. Normally this option is enabled.
Skill choices may be changed
Lets you change the number of skill choices remaining for distribution. Normally
you only get 1 skill level per level increase.
Gold may be changed
Make yourself richer or poorer
Items may be moved
Normally enabled, this option allows you to move items from one place to another
on the same character. If disabled, your character’s items stay put. Also, if
this option is disabled, you will not be able to add or remove items from your
character, corpse, or mercenary.
Items may be added or removed
Normally enabled, this option allows you to change your inventory. Enabling this
option implies that items may be moved as well.
Corpse equipment may be changed
Normally enabled, this option allows you to move items to and from your corpse
if you have just died. Enabling this option implies that items may be moved as
well.
Allow undoing game progression
As mentioned above, normally the Game Editor allows only forward progression
in the game. Turning this option on lets you ‘un-exit’ an act (see Section 4.5
[Acts], page 11), make NPC’s forget you were introduced, de-activate waypoints
(see Section 4.6 [Waypoints], page 12), and clear quests (see Section 4.7 [Quests],
page 13).
Allow editing games not in progress
Normally the Acts, Waypoints, and Quests pages will only show the state of your
character’s current game. Turning this option on enables a pop-up menu on each
of these pages from which you can select different games to view. Turning this
option on is not recommended.
NPCs may be introduced
Normally on, this lets you skip introductions by telling the game that you have
already spoken to certain characters.

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31
Acts may be exited
Normally on, this lets you open up new acts in the game that you haven’t actually
been to yet. When off, you can only edit NPC introductions, waypoints, and
quests up to the last act you played.
Current act may be changed
This option lets you change the act where your character is located (i.e. which
town you will start in the next time you play).
Waypoints may be activated
Normally on, this lets you activate waypoints that you have not yet visited.
Quests may be completed
Lets you mark a quest complete, or reset a quest to clear (i.e. not started). This
is normally enabled. If turned off, the “Quest states may be changed” option will
also be disabled.
Quest states may be changed
Normally on, this lets you change a quest to any intermediate stage, e.g. started
or partially completed. Implies “Quests may be completed”.
Mercenary may be hired or fired
Lets you add a mercenary, change the mercenary you have, or remove a merce-
nary. (Not implemented)
Mercenary name may be changed
While this option is on, you can edit your mercenary’s name (if you have one) in
a drop-down list on the Mercenary page. Note that there is a fixed list of names,
set by the game, depending on your mercenary’s class.
Mercenary attribute may be changed
Lets you change a mercenary’s attribute. For example, Rogue Scouts possess
either Cold Arrows or Fire Arrows. Desert Mercenaries have the passive skill
Combat, Defensive Auras, or Offensive Auras.
Mercenary experience may be changed
Like the character counterpart, this lets you change your mercenary’s experience.
Normally this option is on. If you disable this option, you cannot change your
mercenary’s level either.
Mercenary level may be changed
This lets you change your mercenary’s level. Normally this option is on. If
disabled (and changing experience is on), you will only be able to set your mer-
cenary’s experince within the minimum and maximum values available for his
or her current level. Enabling this option implies mercenary experience may be
changed.
Mercenary equipment may be changed
Normally enabled, this option allows you to add items to, remove items from, or
change items that belong to your mercenary. Enabling this option implies items
may be moved on your character.

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32
7.2 Character Links
These options affect how changes you make to your character or saved game affect
other aspects.
Link level with experience
Changing your experience points or level will change the other to match. It is
highly recommended that you leave this option on. If disabled, you can set your
character’s level to a value that does not correspond to his/her experience.
Changing the level affects stats
Increasing your level will adjust your secondary stats according to the character
class, and give you five more stat points and one more skill choice. If disabled,
your secondary stats will not change when your level changes.
Changing stats affects stat points
Normally you can only increase your stats if you have sufficient stat points re-
maining, and every increase in a stat will decrease your remaining stat points.
Contrariwise, if decreasing stats is enabled, decreasing your stats will give you
additional stat points so that you can redistribute them elsewhere. If this option
is disabled, you will not need any stat points to change your stats.
Changing primary stats affects secondary
Changing your vitality will adjust your life and stamina according to the character
class. Changing your energy will adjust your mana. If this option is disabled,
your life, stamina, and mana will not change when your stats do.
Changing stats’ base affects current
Changing your base life, stamina, or mana will adjust the current amount pro-
portionately. If this option is disabled, your current life, stamina, and mana will
not change when the base values do. Note that the game behavior is to fully
replenish your current life, stamina, and mana when your level increases.
Changing skills affects skill choices
Normally you can only increase your skills if you have sufficient skill choices
remaining, and every skill added will decrease your remaining skill choices. Con-
trariwise, if decreasing skill levels is enabled, decreasing your skills will give you
additional skill choices so that you can redistribute them elsewhere. If this option
is disabled, you will not need any skill points to change your skill levels.
Check level requirements for skills
Normally, higher skills are only available once your character has reached a certain
level. If this option is disabled, you can gain these skills before your character
has met the level requirement.
Check prerequisites for skills
Certain skills require that you have one or more other more basic skills before
you can learn them, and the editor will make sure you have these prerequisites
before allowing you to add the desired skill. If you disable this option, you can
obtain skills without having any of the prerequisites. Disabling this check is not

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Chapter 7: Options
33
recommended however as such a character would not be valid and may have
unpredictable results.
Automatically add prerequisite skills
Normall enabled, with this option the Game Editor will automatically give you a
point in all of the prerequisite skills you lack if you try to add a skill that depends
on them. Without this option (if checking for prerequisites in turned on), you
will not be able to add a skill unless you manually put a point in all prerequisites.
This option implies checking prerequisites for skills.
Check requirements when equipping items
The Game Editor will make sure your character or mercenary meets the level,
strength, and dexterity requirements when equipping an item. If this is disabled,
you can put on an item what exceeds your level. However, you will not be able
to use the item in the game, nor will any of its magic properties take effect.
Check character class when equipping items
When this option is enabled, the Game Editor does not allow your character to
equip class-specific itesm belonging to a different class. For example, a barbarian
will not be able to wear a druid pelt. In addition, the Game Editor will check
any item that you give to your mercenary to make sure that the mercenary can
use that type of item. Mercenaries have a much more restrictive group of items
each class can use. It is highly recommended that you leave this option enabled.
Act must be entered before changing
Prevents you from making changes to an act that you have not entered. If this is
disabled, you can change NPC introductions, waypoints, and quests in acts that
you have not been to yet. Also, the Game Editor will not automatically ener
acts for you.
Automatically enter acts
Automatically exit all previous acts when you make a change in a new act.
Implies act must be entered before changing.
Check prerequisites for acts
When enabled, the Game Editor will make sure you complete the required quests
before leaving an act. There are some quests which are optional, but others must
be completed before you can move on—in particular, defeating the boss demons
Andariel, Duriel, Mephisto, and Diablo. Note: this feature is not perfect, and
may get some prerequisites wrong.
Exiting an act takes you to the next
When enabled, when you exit an act, it changes the character’s location to the
next act. Otherwise your character’s location is not changed.
Activate the town waypoint in a new act
In the game, whenever you enter a town, the town waypoint is automatically
activated for you whether you step on it or not. (That way your character can
always come home.) Also, if undoing a game is enabled, disabling the exit from
an act will disable the town waypoint in the next act. If this option is disabled,
you can manually activate or deactivate the town waypoint.

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34
Check prerequisites for quests
Make sure you complete required quests before starting a new quest. Certain
quests cannot be completed or even started before others. For example, you
cannot complete the Horadric Staff until you have completed the Tainted Sun
quest. If this is disabled (the default), the Game Editor does not check your
status of any other quest when changing a quest state. Note: this feature is not
perfect, as there are so many valid and invalid combinations of partially-completed
quests. I highly recommend that you play the game to complete your quests, or
at the very least, make sure your previous quests are completed before starting a
new one.
Adjust inventory o match quest states
When you change the state of a quest, this opion makes sure you have the correct
quest items. Conversely, when you add or remove quest items, it changes the state
of the corresponding quest. Note that some quest states depend not only on the
numerical state code, but also on the items you are carrying. If this option is
enabled and you select a state that has multiple possiblilities depending on what
you are carrying, and your inventory does not match any of them, the Game
Editor will alter your inventory to match the first possibility (for example, it will
give you the Scroll of Inifuss rather than the Key to the Cairn Stones, if you do
not already have either one).
Automatically complete quests
If checked, and the Game Editor finds that you have not completed a quest
necessary to start another quest or go to the next act, it will automatically
complete the required quests for you. Implies check prerequisites for acts and
check prerequisites for quests. See the caveats under those options.
Allow values beyond game limits
This option lets you set data in the character file to practically any value that will
fit in the data field (i.e., 0–255 for byte values, 0–65,536 for 16-bit integers, etc.).
For example, you would be able to set your character level to 100 or greater, or
set a skill level greater than 20. Enabling this option is not recommended.
7.3 Item Editor Options
These options affect changes you make to items in the Item Editor.
Potions may be changed
Lets you change one type of potion to another.
Gems and runes may be changed
Lets you change one type of gem to another, or one rune to another. This option
does not apply to gems in socketed items, unless socketed gems may be added or
removed.
Items may be (un)identified
Lets you identify items. If undoing game progression is enabled, you can also
un-identify items, thus hiding their properties in the game.

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35
Items may be personalized
Lets you engrave a name on an item in an Expansion Set game.
Newbie status may be changed
Lets you change a newbie item to a normal item, and vice-versa. Newbie items
are ones which your character is given when (s)he is created. Such items have a
sell value of 1 and a repair cost of 1.
Ethereal status may be changed
Lets you turn an ethereal item into a normal item, and vice-versa. Ethereal items
cannot be repaired in the game, but come with enhanced attributes.
Stack quantity may be changed
Lets you replenish stacks.
Durability may be changed
Lets you repair armor and weapons.
Base durability may be changed
Lets you change the maximum (unenhanced) durability of armor and weapons.
Defense rating may be changed
Lets you change the defense of armor.
Socketed gems may be added or remoed
If enabled, you may add gems to a socketed item. If gems may be changed, you
may also switch gem positions and remove gems.
Number of sockets may be changed
Lets you change the number of sockets in an item.
Item fingerprint may be changed
Lets you change the random identification number of an item. There is normally
no need to use this option, as the Item Editor already ensures that copies of an
item each have new fingerprints. However, you may wish to use it if you have a
saved item file that you want to import into more than one character.
Item level may be changed
Lets you change the level of an item. See Chapter 6 [Editing your items], page 19
Item quality may be changed
Lets you change a low quality item to a superior one, a rare item to a set item,
etc.
Item picture may be changed
Lets you change the image displayed for certain items, such as rings and amulets.
Magic item names may be changed
Lets you change the prefix and suffix of magic items, and the name of rare items.
Unique items may be changed
Lets you change one unique or set item into another unique or set item of the
same type.

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36
Magic properties may be changed
Lets you change the values of the magic properties an item has.
Magic properties may be added or removed
Lets you add new magic properties to an item besides those given by its affixes, or
remove its existing magic properties. Implies magic properties may be changed.
Allow expansion mods in standard game
Lets you add expansion set modifications to items belonging to a character in a
standard game. This option is normally disabled.
Repair ethereal items
Lets you change the durability of ethereal items.
Base durability affects current
When this option is enabled, changing an item’s base durability will alter its
current durability proportionately.
Allow quantity above maximum
Lets you change the quantity of an item such that you have more than the stack
will hold. (This is not recommended.)
Allow durability above maximum
Lets you change hte durability of an item to be greater than its maximum dura-
bility.
Allow more durability and defense
Lets you set the base durability and defense of an item beyond the normal value
given by the game. This is actually recommended, since ethereal and superior
items often have a higher durability and/or defense rating than normal.
Changing quality affects magic properties
When changing an item’s quality or magic affixes and this option is enabled,
the Item Editor will regenerate the entire list of magic properties to match the
new set of affixes and assign random values to each property within the allowed
range. If this option is disabled, you can change the item’s quality or magic
affixes without affecting its list of magic properties.
Check the range of magic properties
When checked, magic properties may only be altered within the limits imposed
by their corresponding magic affixes. (This is currently not implemented.)
Display item pop-ups
When enabled, if you click on an item in your character’s inventory a simple item
pop-up will appear. If disabled, clicking on an item will open the item direcly in
the Item Editor.

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Chapter 8: Future Directions
37
8 Future Directions
The Diablo II Game Editor is by no means complete. But it is useable for now. See
the file ‘TODO’ for a detailed list of bugs to fix, functions that need implementing,
and long-term goals. Some of the things that still need to be implemented are:
• The ‘Import Item...’ and ‘Export Item...’ items in the character’s ‘File’
menu.
• Save and load the complete set of items belonging to a characer.
• Dump the raw character data to a plain text file.
• (The big one:) Item Library.
• Static libraries of all set, unique, and quest items
• Context-sensitive help
• Online help dialog
• Raw data hex editor for unidentified sections of the saved game

Page 41
Index
38
Index
A
act, current . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 31
acts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 11
armor. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
B
belts. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
boots . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
building the editor . . . . . . . . . . . . . . . . . . . . . . . . 3
C
character name . . . . . . . . . . . . . . . . . . . . . . . . . . 29
character skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
character statistics . . . . . . . . . . . . . . . . . . . . . . . . 7
character, edit . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
character, new. . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
character, open . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
character, save. . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
class-specific items . . . . . . . . . . . . . . . . . . . . . . . 33
color, item . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
compiling the editor. . . . . . . . . . . . . . . . . . . . . . . 3
convert standard to expansion . . . . . . . . . . . . 29
corpse . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 10, 30
crafted items . . . . . . . . . . . . . . . . . . . . . . . . . . . . 23
D
death . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
defense . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25, 35
dexterity . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
downloading the editor . . . . . . . . . . . . . . . . . . . . 3
durability . . . . . . . . . . . . . . . . . . . . . 10, 25, 35, 36
E
edit character. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
edit item . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
energy . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
ethereal items . . . . . . . . . . . . . . . . . . . . 24, 35, 36
expansion character, convert . . . . . . . . . . . . . . 29
expansion set items. . . . . . . . . . . . . . . . . . . 19, 36
experience, change . . . . . . . . . . . . . . . . . . . . . . . 29
experience, character. . . . . . . . . . . . . . . . . . . . . . 7
experience, mercenary. . . . . . . . . . . . . . . . . . . . 15
F
filter, new item . . . . . . . . . . . . . . . . . . . . . . . . . . 16
fingerprints . . . . . . . . . . . . . . . . . . . . . . . . . . 19, 35
G
gems . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20, 34
gloves. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
gold . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
H
hardcore . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
hell difficulty . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
helms . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25
hireling . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 15
I
identify items . . . . . . . . . . . . . . . . . . . . . . . . 21, 34
installation . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
inventory. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 9
inventory, mercenary . . . . . . . . . . . . . . . . . . . . . 15
item editor . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19
item level . . . . . . . . . . . . . . . . . . . . . . . . . . . . 19, 35
item quality. . . . . . . . . . . . . . . . . . . . . . . . . . 21, 35
item, new . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
item, open . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
item, save . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
L
level requirement, equipment . . . . . . . . . . . . . 33
level requirement, skills. . . . . . . . . . . . . . . . . . . 32
level, change . . . . . . . . . . . . . . . . . . . . . . . . . 29, 32
level, character . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
level, item . . . . . . . . . . . . . . . . . . . . . . . . . . . 19, 35
level, mercenary . . . . . . . . . . . . . . . . . . . . . . . . . 15
life . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
M
magic items. . . . . . . . . . . . . . . . . . . . . . . . . . 21, 35
magic properties . . . . . . . . . . . . . . . . . . . . . 23, 35
mana . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
mercenary . . . . . . . . . . . . . . . . . . . . . . . . . . . 15, 31

Page 42
Index
39
N
name, character . . . . . . . . . . . . . . . . . . . . . . . . . 29
new character . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
new item. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
newbie items. . . . . . . . . . . . . . . . . . . . . . . . . 24, 35
nightmare difficulty . . . . . . . . . . . . . . . . . . . . . . 30
NPC’s . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
O
open character. . . . . . . . . . . . . . . . . . . . . . . . . . . . 5
open item . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 16
options. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 28
P
personalized items. . . . . . . . . . . . . . . . . . . . 24, 35
picture, item . . . . . . . . . . . . . . . . . . . . . . . . . 21, 35
potions . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20, 34
prefix, magic . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
prerequisite quests . . . . . . . . . . . . . . . . . . . . . . . 34
prerequisite skills . . . . . . . . . . . . . . . . . . . . . . 8, 32
properties, item. . . . . . . . . . . . . . . . . . . . . . . . . . 21
property list. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
Q
quality. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
quests . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 13, 31
quests, prerequisite . . . . . . . . . . . . . . . . . . . . . . 34
R
rare items . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
reduce stats . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
required level. . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
requirements, system. . . . . . . . . . . . . . . . . . . . . . 2
runes . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 20, 34
S
save character . . . . . . . . . . . . . . . . . . . . . . . . . . . . 6
save item. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 17
set items. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22, 35
shields . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 26
skill choices . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
skill levels . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
skills. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 8
socketed items . . . . . . . . . . . . . . . . . . . . . . . 26, 35
stackable items . . . . . . . . . . . . . . . . . . . 19, 25, 35
stamina . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30
standard character, convert. . . . . . . . . . . . . . . 29
stat points remaining . . . . . . . . . . . . . . . . . 30, 32
statistics . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 7
strength. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
suffix, magic. . . . . . . . . . . . . . . . . . . . . . . . . . . . . 22
system requirements . . . . . . . . . . . . . . . . . . . . . . 2
T
town waypoint. . . . . . . . . . . . . . . . . . . . . . . . . . . 33
U
undo . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29, 30
unique items . . . . . . . . . . . . . . . . . . . . . . . . . 22, 35
V
vitality. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 29
W
waypoints. . . . . . . . . . . . . . . . . . . . . . . . . . . . 12, 31
weapons . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 24