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Post MagicPrefix and -Suffix
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Posted 2002-12-26, 05:45 PM
Can some post the important prefixs and suffixs for magical weapons?
And plz with description.

Btw what is the suffix for fcr 20 % Anyone know?


Thx JiDDaR
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JiDDaR is neither ape nor machine; has so far settled for the in-betweenJiDDaR is neither ape nor machine; has so far settled for the in-between
 
 
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Posted 2002-12-26, 07:09 PM in reply to JiDDaR's post "MagicPrefix and -Suffix"
Special Modifiers
Suffix Properties
Deadly Strike A % chance of dealing Double Damage. The damage is doubled after all other bonuses, including elemental, Str or Dex modifying weapon damage, Amazon's Critical Strike skill, etc.
Crushing Blow A % chance of reducing a monster's remaining hit points by 50%. Does not work on bosses, champions, Super Uniques, or other players in PVP. Does not work at all with ranged attacks (including Bows).
Open Wounds A poison-like effect, it causes uncontrollable bleeding in the monster and steady hit point drain. The damage is rather low, around 2 per second, and it lasts from 3-11 seconds, longer at a higher Clvl. Overall damage is around 7-21, again depending on your Clvl.
+ Defense vs. Missiles A modifier found on several uniques, this one adds a set amount to your Defense against non-elemental ranged attacks. Not of much use after Normal difficulty.
Increased Blocking Speed Found only on Culwen's Point, this mod has no function in Diablo II.
Slows Target This property works like cold, turning the target blue and slowing them, but it deals no cold damage.
Note: These mods are found only on some Unique and Set items, and as such have no item type or lvl properties.



+ points to Attack Rating
Prefix Stats Item Type lvl
Bronze +10-20 Amulets, Bows, Gloves, Rings, Scepters, Staves, Wands, Weapons 1
Iron +21-40 Bows, Rings, Scepters, Staves, Wands, Weapons 4
Steel +41-60 Bows, Rings, Scepters, Staves, Wands, Weapons 8
Silver +61-80 Bows, Rings, Scepters, Staves, Wands, Weapons 12
Gold +81-100 Bows, Scepters, Staves, Wands, Weapons 17
Platinum +101-120 Bows, Rings, Scepters, Staves, Wands, Weapons 22
Meteoric +121-150 Bows, Rings, Scepters, Weapons 27
Values added (not multiplied) to your total Attack Rating, and unaffected by AR-increasing skills. If you have 500% AR listed in your Character window, adding a Meteoric Ring would take you to 621-650% AR. For Amazons with a lot in Penetrate and Barbarians with a lot in a Weapon Mastery, adding more Dexterity is generally better than adding AR.



+ % to Damage
Prefix Stats Item Type lvl
Jagged +10-20% Bows, Scepters, Staves, Wands, Weapons 1
Deadly +21-30% Bows, Scepters, Staves, Wands, Weapons 5
Vicious +31-40% Bows, Scepters, Staves, Wands, Weapons 8
Brutal +41-50% Bows, Scepters, Staves, Wands, Weapons 14
Massive +51-65% Bows, Scepters, Staves, Wands, Weapons 20
Savage +66-80% Bows, Scepters, Weapons 26
Merciless +81-100% Bows, Scepters, Weapons 32
Very useful modifiers on all types of weapons, these can appear on a Rare with any of the King's family of affixes, making for the top damage items in the game.
The listed values for these in the game are somewhat deceptive, +110% on Jagged means that you do 10% more than usual, since you are doing 100% damage normally. So the top quality Merciless is double damage, not triple. Kings and Merciless and Slaughter (or others from these families) must both be on a Rare for it to be godly damage.




+ points to Attack Rating and + % to Damage
Prefix Stats Item Type lvl
Sharp +10-20 AR
+10-20% Dam Bows, Scepters, Staves, Wands, Weapons 5
Fine +21-40 AR
+21-30% Dam Bows, Scepters, Staves, Wands, Weapons 9
Warrior's +41-60 AR
+31-40% Dam Bows, Scepters, Staves, Wands, Weapons 15
Soldier's +61-80 AR
+41-50% Dam Bows, Scepters, Staves, Wands, Weapons 21
Knight's +81-100 AR
+51-65% Dam Bows, Scepters, Staves, Wands, Weapons 25
Lord's +101-120 AR
+66-80% Dam Bows, Scepters, Weapons 30
King's +121-150 AR
+81-100% Dam Bows, Scepters, Weapons 35
Very useful modifiers on all types of weapons, these will stack with any of the Merciless family of affixes on a Rare, making for the top damage weapons possible.
The listed values in game are somewhat deceptive, +110% means that you do 10% more than usual, since you are doing 100% damage normally. So the top quality Kings is double damage, not triple. Kings + Merciless + Slaughter (or others from these families) must all be on a Rare for it to be godly damage.




+ % to Defense
Prefix Stats Item Type lvl
Sturdy 120-130% Armour, Belts, Boots, Gloves, Shields 4
Strong 131-140% Armour, Belts, Boots, Gloves, Shields 9
Glorious 141-150% Armour, Belts, Boots, Gloves, Shields 19
Blessed 151-160% Armour, Belts, Boots, Gloves, Shields 25
Saintly 161-180% Armour, Belts, Boots, Gloves, Shields 31
Holy 181-200% Armour, Belts, Boots, Gloves, Shields 36
Somewhat devalued modifiers in Diablo II, due to Defense being largely unimportant for most characters by late Nightmare and Hell difficulty.



% Damage taken goes to Mana
Prefix Stats Item Type lvl
Vulpine 10% Amulets, Shields 9
This modifier converts damage taken to your mana, so if you take a 100 point blow, you'll gain 10 points to your mana. This stacks, and stacks with the higher % damage to mana found on some Uniques and Set Items.
Note: Does not apply to damage taken by your minions or hired mercenaries.




+ points to Mana on kill
Prefix Stats Item Type lvl
Triumphant 1 Rings, Scepters, Staves, Wands, Weapons 3
Note: Mana awarded when death is caused by spell or physical damage, only if the wearer is the one to administer the killing blow. Does not work with kills by minions or party members, so isn't of much use to a Summoner Necromancer.



+ points to Mana
Prefix Stats Item Type lvl
Lizard's 1-5 Amulets, Armour, Belts, Rings, Scepters, Shields, Staves, Wands 3
Snakes 5-10 Amulets, Belts, Rings, Scepters, Shields, Staves, Wands 6
Serpent's 11-20 Amulets, Armour [37], Belts, Boots [37], Gloves [37], Rings, Scepters, Shields, Staves, Wands, Weapons [37] 14
Drake's 21-30 Amulets, Belts, Rings, Scepters, Staves, Wands 20
Dragon's 31-40 Amulets, Armour [52], Boots [52], Gloves [52], Rings, Scepters, Staves, Wands 24
Wyrm's 41-60 Amulets, Rings, Scepters, Staves, Wands 30
Can stack with the +mana prefixes in the Wizardry family, to a maximum of +90 mana on a rare item. Note that +mana modifiers are generally higher Ilvl than +hps modifiers.



Magic Damage Reduced by
Prefix Stats Item Type lvl
Devious 1 Shields 7
Fortified 2 Shields 14
Very useful modifiers against damage over time spells, such as Firewalls, Meteors, and Diablo's pink lightning, and it works on all other types of magical damage as well.



+ points to Maximum Stamina
Prefix Stats Item Type lvl
Rugged 5-10 Amulets, Belts, Boots, Gloves, Rings 14
A largely ignored modifier, since the added stamina is so little. There are much larger bonuses to stamina in the Expansion.



+ % to Stamina Regeneration
Prefix Stats Item Type lvl
Tireless 50% Boots 14
More useful than the +stamina modifiers, but still far from coveted.



+ % to Resist Fire
Prefix Stats Item Type lvl
Crimson 5-10% Amulets, Armour, Belts, Boots, Bows, Gloves, Rings, Scepters, Shields, Staves, Wands 5
Burgundy 11-20% Amulets, Armour, Belts, Boots, Bows [35], Gloves, |Rings, Scepters, Shields, Staves, Wands, Weapons [35] 12
Garnet 21-30% Amulets, Armour, Belts, Boots, Bows [55], Gloves [55], Rings, Scepters, Shields, Staves, Wands, Weapons [55] 18
Ruby 31-50% Amulets, Boots, Rings, Staves, Wands 25
Fire resistance is the second most important type of resistance in Diablo II, after lightning. Many types of fire damage are over time (firewalls, meteors) which makes the -magical damage mods very useful in combination.



+ % to Resist Cold
Prefix Stats Item Type lvl
Azure 5-10% Amulets, Armour, Belts, Boots, Bows, Gloves, Rings, Scepters, Shields, Staves, Wands 5
Lapis 11-20% Amulets, Armour, Belts, Boots, Bows [35], Gloves, Rings, Scepters, Shields, Staves, Wands, Weapons [35] 12
Cobalt 21-30% Amulets, Armour, Belts, Boots, Bows [55], Gloves [55], Rings, Scepters, Shields, Staves, Wands, Weapons [55] 18
Sapphire 31-50% Amulets, Boots, Bows, Rings, Staves, Wands 25
Cold resistance is valuable, but there are not many monsters with cold attacks in Diablo II, so it's less important than Fire or Lightning. Higher cold resistance seems to shorten chill duration as well as lower damage.



+ % to Resist Lightning
Prefix Stats Item Type lvl
Ocher 5-10% Amulets, Armour, Belts, Boots, Bows, Gloves, Rings, Scepters, Shields, Staves, Wands 5
Tangerine 11-20% Amulets, Armour, Belts, Boots, Bows [35], Gloves, Rings, Scepters, Shields, Staves, Wands, Weapons [35] 12
Coral 21-30% Amulets, Armour, Belts, Boots, Bows [55], Gloves [55], Rings, Scepters, Shields, Staves, Wands, Weapons [55] 18
Amber 31-50% Amulets, Armour, Belts, Boots, Bows, Rings, Staves, Wands 25
Lightning resistance is the most important type of resistance in Diablo II. and most players make an effort to keep this one max'ed at all times.



+ % to Resist Poison
Prefix Stats Item Type lvl
Beryl 5-10% Amulets, Armour, Belts, Boots, Bows, Gloves, Rings, Scepters, Shields, Staves 5
Jade 11-20% Amulets, Armour, Belts, Boots, Bows [35], Gloves, Rings [35], Scepters, Shields, Staves, Wands [35], Weapons [35] 12
Viridian 21-30% Amulets, Armour, Belts [55], Boots [55], Bows [55], Gloves [55], Rings, Scepters, Shields, Staves, Wands [55], Weapons [55] 18
Emerald 31-50% Amulets, Rings, Scepters 25
By far the least important type of resistance in Diablo II, this one can safely be ignored in most parts of the game, and many characters in hell have negative poison resistance while max'ing out the other three. Modifiers that shorten Poison duration are actually more useful, since most poison damage comes over time, rather than in one painful hit.



+ % to Resist All
Prefix Stats Item Type lvl
Prismatic 15-25% Amulets 27
Prismatic 15% Rings 62
Prismatic amulets are very popular. Rares can have two other prefixes, possibly including two types of single-element resistance, adding up to 75% resistance to any two modifiers. Prismatic rings are less valuable, owing to their very high Clvl requirements, and also it's easier to find a ring with +20% to two or three individual resistances.



+ points to Skill Levels
Prefix Stats Item Type lvl
Fletcher 1 Amazon Amulets, Bows 30
Archer 2 Amazon Amulets [90], Bows 40
Slayer 1 Barbarian Amulets, Weapons 30
Berserker 2 Barbarian Amulets [90], Weapons 40
Monk's 1 Paladin Amulets, Scepters 30
Priest's 2 Paladin Amulets [90], Scepters 40
Summoner's 1 Necromancer Amulets, Wands 30
Necromancer's 2 Necromancer Amulets [90], Wands 40
Angels' 1 Sorceress Amulets, Staves 30
Arch-Angels' 2 Sorceress Amulets [90], Staves 40
Note: Skill point/s added only to skills with at least one point already added.
+2 skill amulets are the hardest items to obtain in the game, only able to be dropped by Diablo on Hell, gambled by Clvl 84+ characters, or obtained with a rare amulet and 6 perfect skulls in the cube.



+ % chance of finding magic item [from monsters]
Prefix Stats Item Type lvl
Fortuitous 10-15% Amulets, Rings 5
- Increases the odds that an item, when dropped, will be magical, Rare, Set, or Unique (rather than cracked, normal, or superior.) Basically it upgrades normal items to magical ones, and also normal to superior, so can make finding socketed items harder, ironically.
- Does not work for kills by minions (including Hydras, Revives, Skeletons, Valks, Mercs, Converted, etc) or by poison damage over time. (Poison damage kills are fine, it's the X damage over X seconds that doesn't work.)
- Works with ranged attacks and spells.
- Having +100% does not mean you get an item for every monster. It means that whatever % chance an item drop would be magical/rare/set/unique is doubled. So if you had a 5% chance of a dropped item being magical, 1% chance of it being rare, 2% being a set and .5% being Unique, you would now have a 10% chance of it being magical, 2% chance for rare, 4% for Set and 1% Unique. All figures are hypothetical, just for this example.



+ to Light Radius
Prefix Stats Item Type lvl
Glimmering 1 Amulets, Armour, Belts, Boots, Gloves, Shields, Staves, Wands 1
Glowing 2 Amulets, Armour, Belts, Boots, Gloves, Shields, Staves, Wands 6
Useful mods to have, but not really sought out. They can stack with the +light radius suffixes on the same item, and multiple +light items stack as well.



Monsters Flee
Prefix Stats Item Type lvl
Howling Curses with Terror Scepters, Staves, Wands, Weapons 16
A generally despised modifier, this can ruin a top damage Rare weapon since most want a monster to stand still and be hit, rather than running off every time. Frozen or blinded monsters will not flee, so using this while wearing Iceblink or Coif of Glory is an option.

(Taken From Diabloii.net as I was just going to post the link but I decided that you probably had this option but was too lazy to do it and posted here instead, thus I am too lazy to type it all and just copied and pasted)
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Posted 2002-12-26, 07:27 PM in reply to JiDDaR's post "MagicPrefix and -Suffix"
+ points to Strength
Suffix Stats Item Type lvl
Strength 1-3 Amulets, Belts, Rings 1
Might 4-6 Amulets, Rings, Scepters, Shields Weapons 10
Ox 7-10 Amulets, Belts, Boots, Bows, Gloves, Rings, Scepters, Shields, Weapons 26
Giant 11-15 Amulets, Belts, Boots, Gloves, Rings, Scepters, Shields, Weapons 42
Titan 16-20 Amulets, Belts, Boots 58
Atlas 21-30 Amulets, Belts, Boots 71
Very useful mods, these can allow you to equip an item earlier than you would otherwise, add to damage with melee and throwing weapons, and put fewer points into strength, saving it for other stats. The level requirements were heightened in the expansion pack by substantial amounts, in order to prevent low level characters wearing super powerful items and clearing the acts like cutting through a bar of butter. (Which was the case in Diablo II classic)
Note: +Str on an item will not allow you to equip that item. Example: If you have 90 Str and need 103 to wear your armor, and the armor has +15, it will not work. If you equip a +20 Str helm, put on the armor, and then remove the helm, the armor will go red and your character will appear naked. You must have enough Str to equip an item from your stats + other items.




+ points to Dexterity
Suffix Stats Item Type lvl
Dexterity 1-3 Amulets, Boots, Bows, Gloves, Rings, Scepters 2
Skill 4-6 Amulets, Armour [45], Belts [45], Boots, Bows, Gloves, Rings, Scepters, Shields [45] 11
Accuracy 7-10 Amulets, Boots, Bows, Gloves, Rings, Scepters 27
Precision 11-15 Amulets, Armour [60], Belts [60], Boots [60], Bows, Gloves [60], Rings [60], Scepters, Shields [60] 43
Perfection 16-20 Amulets, Bows, Gloves 59
Nirvana 21-30 Amulets, Bows, Gloves 72
Very useful mods, these can allow you to equip an item earlier than you could otherwise, add to your defense and AR, and add to damage with bows, as well as allow you to put fewer stat points into dexterity. Like all the other mods, the level requirements got much higher than Diablo II Classic.
Note: +Dex on a weapon will not allow you to equip that weapon. Example: If you have 110 Dex and need 118 to equip your Gothic Bow, and the bow has +10 Dex, it will not work. If you equip a +15 Dex helm, then equip the bow, it will work, but if you remove the helm the bow will turn red and be unusable. You must have enough Dex to equip an item from your stats + other items, no items can boost themselves to a usable level.




+ points to Minimum Damage
Suffix Stats Item Type lvl
Worth 1-2 Bows, Weapons 2
Measure 3-4 Armour [37], Bows, Scepters, Staves, Wands, Weapons 12
Excellence 5-8 Amulets, Bows, Rings, Scepters, Staves, Wands, Weapons 24
Performance 9-14 Bows, Scepters, Staves, Wands, Weapons 48
Transcendence 15-20 Bows, Scepters, Staves, Wands, Weapons 76
Useful mods, but compared to the hundreds of points of damage most attacks do for higher level characters, these are rather insignificant. though they are multiplied by skills and Str or Dex bonuses.
Note: If you get +min and +max on the same item, it will display them together, I.E. "+1-17 damage" or "+4-3 damage". The added minimum damage can be higher than the added maximum, but the max damage on a weapon will always be 1 higher than the minimum, no matter the modifiers.




+ points to Maximum Damage
Suffix Stats Item Type lvl
Craftsmanship 1 Amulets, Bows, Rings, Scepters, Staves, Wands, Weapons 1
Quality 2 Bows, Scepters, Staves, Wands Weapons 4
Maiming 3-4 Amulets, Bows, Rings, Scepters, Shields, Staves, Wands, Weapons 7
Slaying 5-7 Bows, Scepters, Staves, Wands, Weapons 11
Gore 8-10 Bows, Scepters, Staves, Wands, Weapons 14
Carnage 11-14 Bows, Scepters, Weapons 19
Slaughter 15-20 Bows, Scepters, Weapons 25
Butchering 21-40 Bows, Scepters, Weapons 35
Evisceration 41-63 Bows, Scepters, Weapons 45
Useful mods, but less valuable than the much larger +% damage mods such as Kings or Merciless. The added damage is multiplied by multiplied by skills and Str or Dex bonuses. However, Evisceration prefix is one of the most damaging suffix you could get in your weapons with nice prefix. Cruel Barlog Blade of Evisceration is most duelers' dream along with Cruel Colossus Blade of Quickness.
Note: If you get +min and +max on the same item, it will display them together, I.E. "+1-17 damage" or "+4-3 damage". The added minimum damage can be higher than the added maximum, but the max damage on a weapon will always be 1 higher than the minimum, no matter the modifiers.




+ points to Cold Damage with Cold Duration
Suffix Stats Item Type lvl
Frost 1-(1-2) & 2 seconds Amulets [55], Belts [55], Bows, Scepters, Staves, Wands, Weapons 1
Icicle 1-(3-4) & 3 seconds Bows, Scepters, Staves, Wands Weapons 13
Glacier (2-4)-(4-15) & 4 seconds Weapons 27
Winter (5-9)- (16-50) & 5 seconds Weapons 30
Very useful modifiers, especially on bows, since slowing down the monsters is always nice. The cold damage is negligible, it's the chill effect that's valued. The duration adds to any cold duration from other items, such as Eye of Etlich, Frostburns, Iceblink, etc, as well as cold or freezing skills. Note that cold damage occurs on fewer types of items than fire, lightning or poison, which can be found on rings, boots, and gloves as well. The cold duration range was changed for each suffixes, increasing by 1 second for each superior suffix.
- Frost = 1-4 or 1-5. Glacier = 4-5, 4-6, 4-7, etc.
- Monster chill/freeze times are 1/2 as long on Nightmare, and 1/4 as long on Hell.




+ points to Fire Damage
Suffix Stats Item Type lvl
Flame 1-(2-6) Amulets [40], Bows, Gloves [40], Rings [40], Scepters, Staves, Wands, Weapons 4
Fire (1-4)-(6-11) Bows, Scepters, Staves, Wands Weapons 15
Burning (5-9)-(10-20) Bows, Scepters, Staves, Wands Weapons 25
Incineration (10-15)-(21-750) Bows, Scepters, Staves, Wands Weapons 32
A very minor mod, the damage is tiny compared to weapon damage, especially since most monsters resist it. Even 10-20 Burning = 15 average, 75% resist = 4 damage. The high Clvl requirements that Flame puts on gloves, rings, and amulets makes it very unpopular on those.
Flame = 1-2 or 1-3, etc. Fire = 2-6 or 2-7, etc. Burning = 10 or 10-11 or 10-12, etc.




+ points to Lightning Damage
Suffix Stats Item Type lvl
Shock 1-(6-8) Amulets [50], Boots [50], Bows, Rings [50], Scepters, Staves, Wands, Weapons 4
Lightning 1-(9-16) Bows, Scepters, Staves, Wands, Weapons 15
Thunder 1-(17-40) Bows, Scepters, Staves, Wands, Weapons 25
Storms 1-(40-120) Bows, Scepters, Staves, Wands, Weapons 34
Not especially useful mods, since there is no minimum damage increase, and most monsters resist lightning. 1-32 = 16.5 average and if 75% resist = 4 damage. Useless. Shock is very unpopular on Amulets, Boots, and Rings, for the large Clvl requirements it adds. The damage was upgraded significantly in the Expansion set, but charms could provide better damage.



+ points to Poison Damage
Suffix Stats Item Type lvl
Blight 50 over 3 sec Amulets [45], Bows, Rings [45], Staves, Wands, Weapons 5
Venom 3-9 over 2 sec Bows, Staves, Wands, Weapons 15
Pestilence 6-14 over 2 sec Bows, Staves, Wands, Weapons 25
Anthrax 13-25 over 2 sec Bows, Staves, Wands, Weapons 33
Very unpopular mods. The damage is very small, works over time, and Blight adds huge Clvl reqs to Amulets, and Rings. One benefit is that poisoned monsters do not regenerate hit points, which can be quite important in multiplayer Hell games.
There is a bug with Poison damage in Diablo II, that no poisoned monster can ever be stunned. For this reason poison damage on weapons is very unpopular, though cold damage can largely mitigate the un-stunnable bug. This is fixed in the Expansion.




+ Attack Rate [Speed]
Suffix Stats Item Type lvl
Readiness +10% Bows, Gloves[20], Scepters, Staves, Wands, Weapons 5
Alacrity +20% Bows, Scepters, Staves, Wands, Weapons, Gloves[43] 25
Swiftness +30% Scepters, Weapons 34
Quickness +40% Scepters, Weapons 46
Very popular modifiers on all types of weapons, especially bows. Useless with skills that ignore item speed, such as Whirlwind and Jab. The increased speed is only for attacking with the weapon, it has no effect on spell-casting rate when on wands, staves, or scepters. The Paladin's Smite speed is based on weapon speed.



+ to Cast Speed
Suffix Stats Item Type lvl
Apprentice +10% Amulets, Circlets, Rings, Scepters, Staves, Wands 5
Magus +20% Circlets, Scepters, Staves, Wands 17
Very popular modifiers for spell-casting characters, especially Sorceresses. Fastest is worth 2 Fast, see full tables for all character spell-casting rates here.
Note: There was a 'Faster' suffix on some Uniques pre-v1.04. It was identical to "Fastest" and has now been changed.




Attack Ignores Target's Defense
Suffix Stats Item Type lvl
Piercing Ignores
Target's
Defense Scepters, Staves, Wands, Claws 25
Piercing is extremely useful for Paladins on scepters, since Paladins find it almost impossible to raise their Attack Rating enough to hit successfully in Hell difficulty, lacking the passive +AR skills the Amazon and Barbarian have.



Attacker Takes Damage: of
Suffix Stats Item Type lvl
Thorns 1-3 Armour, Belts, Shields 14
Spikes 4-6 Armour, Belts, Shields 21
Razors 7-9 Armour, Belts, Shields 34
Swords 10-20 Armour, Belts, Shields 47
Generally worthless after early normal difficulty, especially in multi-player games.



Monster Knockback
Suffix Stats Item Type lvl
Bear Knockback Scepters, Staves, Wands, Weapons 8
A generally-hated modifier, since most characters want the monsters to stand still and be hit, but some Whirlwind Barbarians like. Can be useful to stun lock bosses.



Prevents Monsters Healing
Suffix Stats Item Type lvl
Vileness Prevents
Monster
Healing Staves, Wands, Weapons 9
Note: All monsters heal over time in DII other than Super Unique boss monsters. Since regeneration rates can be quite high for monsters with a lot of hps on hell, this can be very useful at times. This does not keep teleporting bosses from healing themselves when they teleport, however, nor does it prevent healing from other monsters, such as Sextons or Greater Mummies.



+ points to Life
Suffix Stats Item Type lvl
Jackal 1-5 Amulets, Armour, Belts, Boots, Gloves, Rings, Scepters, Shields, Staves, Wands 3
Fox 5-10 Amulets, Armour, Belts, Boots, Gloves, Rings, Scepters, Shields, Staves, Wands 6
Wolf 11-20 Amulets, Armour, Belts, Boots, Bows [45], Gloves, Rings, Scepters, Shields, Staves, Wands, Weapons [45] 14
Tiger 21-30 Amulets, Armour, Belts, Boots, Gloves, Rings, Shields 20
Mammoth 31-40 Amulets, Armour, Belts [60], Gloves [60], Rings, Shields, Weapons [60] 24
Gargantuan 41-60 Amulets, Armour, Belts, Shields 30
Squid 61-80 Amulets, Armour, Belts, Shields 40
Whale 81-100 Amulets, Armour, Belts, Shields 50
Much valued modifiers, among the most popular to find on most types of armor. Can be annoying on weapons, adding rather high Clvl requirements in some cases.



+ points to Energy
Suffix Stats Item Type lvl
Energy 1-3 Amulets, Rings, Scepters, Staves, Wands 1
Mind 4-6 Amulets, Rings, Scepters, Staves, Wands 7
Brilliance 7-10 Amulets, Rings, Scepters, Staves, Wands 13
Sorcery 11-15 Amulets, Scepters, Staves, Wands 21
Wizardry 16-20 Amulets, Rings, Scepters, Staves, Wands 31
Enlightenment 21-30 Amulets, Rings, Scepters, Staves, Wands 41
Very useful modifiers, at times more for combat characters than spell-casters, since Barbs and Amazons very seldom put any points into Energy, so need all their bonus mana from equipment, and don't wear any of the +%mana uniques like SoJ or Frostburn.
These can stack with the mana adding prefixes to yield up to 90 (88 due to n-1 bug) mana on a given item.




+ Life Regeneration
Suffix Stats Item Type lvl
Regeneration 3-5 Amulets, Armour [70], Belts, Boots [70], Bows [70], Gloves, Rings, Scepters, Shields, Staves [70], Wands [70], Circlets, Weapons [70] 10
Regrowth 6-10 Amulets, Belts [55], Rings [55], Scepters, Circlets 17
Revivification 11-15 Amulets, Scepters, Circlets 38
One of the least-balanced modifiers in the game, given the enormous Clvl requirements. +10 to regen = about 1 hp per second, and with red potions so common, and leech, these are very second-class modifiers. Add in the enormous Clvl reqs, and these are dreaded.



+ % Life Stolen [per hit]
Suffix Stats Item Type lvl
Leech 3-5 Circlets, Rings, Gloves, Weapons 6
Locust 5-7 Circlets, Rings, Weapons 20
Lamprey 7-9 Circlets, Rings, Weapons 55
Probably the most valued mods in the game for combat characters. Life leech keeps melee characters alive. Leech works with all types of physical damage, melee or ranged. Elemental damage on weapons or from skills doesn't count for the leeched value, nor does damage dealt by minions.
Example: If you had a sword that had 5% life steal and you hit a monster inflicting 50 damage you would steal 2.5 points of Life. Leech stacks and you get the total percent from weapon + jewelry.




+ % Mana Stolen [per hit]
Suffix Stats Item Type lvl
Bat 3-5 Amulets, Bows, Rings, Scepters, Staves, Wands, Weapons, Gloves, Circlets 6
Wraith 6-7 Amulets, Bows, Scepters, Staves, Wands, Weapons, Circlets 21
Vampire 7-9 Scepters, Staves, Wands, Weapons, Armulets, Circlets 56
Among the most valued mods in the game for combat characters. Mana leech is mandatory to use skills in combat, though a smaller % is needed as your character advances and does more damage. (4% of 500 damage is more than 10% of 100 damage, for example.)
Leech works with all types of physical damage, melee or ranged. Elemental damage on weapons or from skills doesn't count for the leeched value, nor does damage dealt by minions.

Example: If you had a sword that had 5% life steal and you hit a monster inflicting 50 damage you would steal 2.5 points of mana. Leech stacks and you get the total percent from weapon + jewelry.




Damage Reduced by
Suffix Stats Item Type lvl
Health 1 Amulets, Armour, Rings, Shields, Circlets 7
Protection 2 Amulets, Rings, Armour, Shields, Circlets 18
Absorption 3 Amulets, Armour, Circlets, Shields 26
Life 4-7 Amulets, Circlets, Shields, Armour 35
Everlasting 10-25 Amulets, Circlets 45
Anima 8-15 Armour, Circlets, Shields 51
Generally ignored modifiers, since the values are so tiny, compared to the huge damage monsters deal. -Magical Damage is much more useful.
Blizzard considered adding these as default properties to most types of plate mail, but this feature did not make it into the final game.




Magic [elemental] Damage Reduced by
Suffix Stats Item Type lvl
Warding 1 Amulets, Circlets, Shields, Armour, Orbs, Rings 7
Sentinel 2 Amulets, Circlets, Shields, Armour, Orbs, Rings 18
Guarding 3 Amulets, Circlets, Shields, Armour, Orbs 26
Negation 4-6 Amulets, Orbs, Shields, Circlets, Armour 41
A very useful mod in certain situations. It's great against damage over time such as from Firewall, Meteor, and Diablo's pink lightning. These items are great due to their reduction being calculated every frame, (25 FPS D2 runs at), so something that deals 100 damage per second might deal 4 per frame, and could be totally absorbed by Negation. No fire resistance but several -MD points and you can stand in the firewalls in the Arcane Sanctuary and take literally zero damage.
Less effective against elemental projectiles, since they do all their damage in one frame, much like physical damage.




Poison Length Reduced by
Suffix Stats Item Type lvl
Remedy 25% Amulets, Armour, Circlets, Shields 7
Amelioration 50% Amulets, Armour, Circlets, Shields 18
Defiance 75% Amulets, Rings, Circlets, Shields 18
Not highly-valued, but not bad to have on Rares. More useful than poison resistance in most cases. The poison damage you take is a set amount per second for several seconds, so reducing the time directly reduces the damage.
These add up, with the max reduction capped at 95%. The normal -20 and -50 penalties to resistance on Nightmare and Hell apply, so you'd need 115% for NM and 145% for Hell to keep the max 95% reduction. Two items of defiance is enough forever, basically.




Freeze Reduction
Suffix Stats Item Type lvl
Warmth Half Freeze Duration Amulets, Boots, Gloves, orbs Rings, Shields, Rings, Circlets 10
Much like the Poison Length Reduction mods, these are useful, but not really sought out. High cold resistance appears to lessen chill time as well. Cold spells can have very long chill times in hell difficulty, especially the Frost Nova when a Cold Enchanted monster dies, and your character is vulnerable when cold.
These do not help against the Holy Freeze Aura Duriel and some other Aura Enchanted bosses have, nor against Paladins with it in PvP.

These stack just like the Poison Length Reduction modifiers. One cuts the time to 1/2, another to 1/4, then 1/8, etc.




+ % Chance to Block
Suffix Stats Item Type lvl
Blocking 10% Shields 1
Deflecting 20% Shields 11
The most useful property of a shield is the blocking, so these are just about mandatory on a Rare shield. Most people using shields go for a Unique or Set, or else a three diamond tower/pavise, so Rare shields aren't that often used, but they have the potential to be much higher blocking %, and have very good stats as well.



Hit Recovery
Suffix Stats Item Type lvl
Balance 10% Armour, Belts, Boots, Shields 5
Equilibrium 17% Armour, Belts, Boots, Shields 9
Stability 24% Armour, Belts 18
Very useful mods, some points in this is just about mandatory for most characters. Fastest is worth two fast, and generally one fastest is good enough, but with more you can cut your character's stun time to almost nothing. Each character has a different length of stun time when hit; a Sorc would need a couple of these to be as fast as some other chars with none at all.
The fastest hit recovery on Bloodfist unique gloves is actually worth three Balance, more than Stability.




- % to Item Requirements
Suffix Stats Item Type lvl
Ease -20% Armour, Bows, Shields, Weapons 15
Simplicity -30% Armour, Bows, Shields, Weapons 25
Extremely valuable modifier on high end items, such as the top Exceptional armor and weapons. Lowering their requirements allows a character to spend a lot less points in pre-reqs, and allows them to being using the item much sooner.
For example, Ornate Plate requires 170 Str to equip, but would be 136 with Ease or 102 with Simplicity. A grim scythe would go from 140/140 to 84/84 with Simplicity, saving an astounding 112 stat points.




Faster Walk/Run Speed
Suffix Stats Item Type lvl
Pacing 10% Boots, Circlets 2
Haste 20% Boots, Circlets 22
Speed 30% Boots, Circlets 37
Transportation 30%, Heal Stamina Plus 80%-90% Boots 65
Acceleration 40% Boots 51
Most consider faster or fastest run on boots to be mandatory, but it's just a convenience in many cases. Wearing heavy armor and/or carrying a tower shield slows running speed as well. These stack with the fast run bonus on Blinkbat's Form, as well as faster running skills, such as Vigor or Fast Run.



+ to Light Radius
Suffix Stats Item Type lvl
Light 1, +15 AR Amulets, Armour, Rings, Rods 6
Radiance 3, +30 AR Amulets, Bows, Rings, Rods, Crossbows, Helms 15
Sun 5, +5% AR Amulets, Bows, Gloves, Rings, Rods, Crossbows, Helms 17
Useful mods to have, but not really sought out. They can stack with the +light radius prefixes on the same item, and multiple +light items stack as well.



+ % Chance of getting magical item [from monsters]
Suffix Stats Item Type lvl
Chance 5-15 Amulets, Boots, Circlets, Gloves, Rings 12
Fortune 16-25 Amulets, Boots, Circlets, Gloves, Rings 16
Luck 26-35 Amulets, Boots, Circlets 26
- Increases the odds that an item, when dropped, will be magical, Rare, Set, or Unique (rather than cracked, normal, or superior.) Basically it upgrades normal items to magical ones, and also normal to superior, so can make finding socketed items harder, ironically.
- Does not work for kills by minions (including Hydras, Revives, Skeletons, Valks, Mercs, Converted, etc) or by poison damage over time. (Poison damage kills are fine, it's the X damage over X seconds that doesn't work.)
- Works with ranged attacks and spells.
- Having +100% does not mean you get an item for every monster. It means that whatever % chance an item drop would be magical/rare/set/unique is doubled. So if you had a 5% chance of a dropped item being magical, 1% chance of it being rare, 2% being a set and .5% being Unique, you would now have a 10% chance of it being magical, 2% chance for rare, 4% for Set and 1% Unique. All figures are hypothetical, just for this example.



+ % Extra Gold From Monsters
Suffix Stats Item Type lvl
Greed 25-40 Amulets, Rings, Circlets 2
Wealth 41-80 Amulets, Belts, Boots, Circlets, Gloves 17
Useful mods for gaining gold in a hurry, though generally much less valued than +find magic item. These stack, and with a few Rares with 100% or so each, the gold stacks in hell difficulty can be quite impressive, easily surpassing 6000-8000 from Champions.

Last edited by Valmar; 2002-12-27 at 12:00 AM.
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