Updated Magic Modifier List
Moderator: Nizari
Re: Updated Magic Modifier List
One thing I noticed is that there's an order dependency between the modifiers ethereal and indestruct. If you have a unique with
ethereal,,1,1,indestruct,,1,1 then you get an ethereal + indestructable,
but if you have
indestruct,,1,1,ethereal,,1,1 then you just get a non-ethereal indestructable.
ethereal,,1,1,indestruct,,1,1 then you get an ethereal + indestructable,
but if you have
indestruct,,1,1,ethereal,,1,1 then you just get a non-ethereal indestructable.
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Re: Updated Magic Modifier List
Now that's a strange post... 

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Re: Updated Magic Modifier List
In fact, one might say it was nothing more than smilie spamming.
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Re: Updated Magic Modifier List
I will just inform that i havn't forgott about to update the magic modifier list and that now the final version is released its time for the modifier to be updated also.
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Re: Updated Magic Modifier List
Not sure this is the right thread, but eh.
According to Jarulf, 1.10f.
Caps are:
Physical=50%,
Magic=75%,
Any Absorb=40%
Plain Absorb= what the final damage would of been.
ie fire absorb: 100 fire damage with 50% resist and 40% absorb = 50 damage, 40% of that is absorbed = 10 final damage.
ie plain absorb: 100 fire damage with 95% resist and 100 fire absorb = 5 damage, max damage to absorb is 5 = damage is reduced by 5, then you're given 5 life = final damage -5 (5 hp healed).
According to Jarulf, 1.10f.
Caps are:
Physical=50%,
Magic=75%,
Any Absorb=40%
Plain Absorb= what the final damage would of been.
ie fire absorb: 100 fire damage with 50% resist and 40% absorb = 50 damage, 40% of that is absorbed = 10 final damage.
ie plain absorb: 100 fire damage with 95% resist and 100 fire absorb = 5 damage, max damage to absorb is 5 = damage is reduced by 5, then you're given 5 life = final damage -5 (5 hp healed).
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Re: Updated Magic Modifier List
well, until the new updated one is on the front page, here's a tide-over list of properties that i have found to work so far in 1.10 with a brief desc of how the codes are used. it's only the stuff i've actually tested, or see in action on uniques now:
sorry about the formatting (YECH! has anyone found a good,fast way to do this yet?), but like i said, not going to put too much effort into it since someone will be updating the main one shortly. this is just for people in 'need', like i was until i went through most of them myself 
what would be helpful is for someone to check for the max values in itemstatcost.txt and post them with the next list. i know i had to go in and make some of them bigger after i realized they only had 5 bits or something (lightning thorns, for example).
[edit: fixed most formatting with periods. go period yay.]
Code: Select all
PROP PAR MIN MAX
abs-cold.... - min max + to cold absorb
abs-cold%... - min max + to cold absorb %
abs-cold/lvl # - - 8ths/lvl to cold absorb
abs-fire.... - min max absorb x fire damage
abs-fire%... - min max absorb x% fire damage
abs-fire/lvl # # in 8ths/lvl to fire absorb
ac%......... - min max % ac
ac/lvl...... # - - ?8ths/lvl to ac?
ac-hth...... - min max ac vs melee
ac-miss..... - min max ac vs missiles
addxp....... - min max +x% experience
allskills... - min max + to all skill levels
all-stats... - min max + to all stats
ama......... - min max + to all amazon skills
ass......... - min max + to all assassin skills
att......... - min max +ar
att/lvl..... # - - +8ths/lvl to ar
att-demon... - min max +ar vs demon
att-dem/lvl. # - - .5/lvl to ar vs demons
att-undead.. - min max +ar vs undead
att-und/lvl. # - - .5/lvl ar vs undead
aura........ NAME min max lvl <x> aura <NAME> when equipped
balance2.... - min max %faster hit recovery
bar......... - min max + to all barb skills
block....... - min max +% chance to block
block2...... - min max +% faster block rate
bloody...... - min max ????swordback hold??? makes targets bleed more??
cast2....... - min max +x% faster cast rate (under 40??)
cast3....... - min max +x% faster cast rate (40 and over??)
charged..... NAME/# charges lvl <charges> of <lvl> <name/#> skill
cheap....... - min max lower vendor prices by x%
cold-len.... - min max x/25 seconds of cold effect
cold-min.... - min max +x min cold damage on phys attacks
cold-max.... - min max +x max cold damage on phys attacks
crush....... - min max %crushing blow
deadly...... - min max %deadly strike
deadly/lvl.. # - - # in 8ths/lvl # for deadly strike
death-skill. #/name chance lvl <chance> for <lvl> <name/#> skill to cast when you die
demon-heal.. - min max heal x every time a demon killed
dex......... - min max + to dex
dex/lvl..... # - - 8ths/lvl to dex
dmg-cold/lvl # - - 8ths/lvl cold damage added to phys attacks
dmg-demon... - min max +%dmg to demons
dmg-dem/lvl. # - - 8ths/lvl % vs demons
dmg-fire.... - min max +min-max fire damage on phys attacks
dmg-fire/lvl # - - 8ths/lvl fire damage added to phys attack
dmg-ltng.... - min max +min-max lightning damage on physical attack
dmg-ltng/lvl # - - 8ths/lvl lightning damage added to phys attack
dmg-min..... - min max +x minimum physical damage
dmg-mag..... - min max +x magic damage
dmg-max..... - min max +x maximum physical damage
dmg-norm.... - min max adds min-max to physical damage
dmg-pois.... len min max +min-max poison damage over len/25 seconds
dmg-pois/lvl # - - 8ths/level poison damage added to phys attack
dmg-to-mana. - min max %dmg to mana
dmg-undead.. - min max +%dmg to undead
dmg-und/lvl. # - - # in 8ths/lvl to phys damage versus undead
dmg/lvl..... # - - 8ths/lvl to max damage
dru......... - min max +x to all druid skills
dur......... - min max +x durability
ease........ - min max +x to requirments (negatives = lower reqs)
enr......... - min max + to energy
ethereal.... - 1 1 ethereal
explosivearrow - min max bow's fire level X explosive arrows
extra-cold.. - min max +x% to cold skill damage
extra-fire.. - min max +x% to fire skill damage
extra-ltng.. - min max +x% to lightning skill damage
extra-pois.. - min max +x% to poison skill damage
fade........ - 1 1 give fade appearence
fireskill... - min max + to all fire skills
fire-min.... - min max +x minimum fire damage on physical attack
fire-max.... - min max +x to maximum fire damage on physical attack
freeze...... - min max + to freeze (??)
gethit-skill NAME/# chance lvl <chance> for <lvl> <name/#> skill to cast when you are hit
gold%....... - min max %gold find
half-freeze. - 1 1 half freeze duration
heal-kill... - min max + life after each kill
hit-skill... #/name chance lvl <chance> to cast <lvl> <name/#> when you hit
howl........ - min max x% chance hit causes monster to flee
hp/lvl...... # - - 8ths/lvl to hp
hp%......... - min max bonus to hp of x%
ignore-ac... - 1 1 ignore target ac (95% chance to hit before blocking)
indestruct.. - 1 1 indestructible\
kill-skill.. #/name chance lvl chance to cast lvl #/name skill on killing an enemy
knock....... - 1 1 knockback (works like freeze, higher than 1 is ok ???)
levelup-skill #/name chance lvl <chance> for <lvl> <name/#> skill to cast when you lvl up
lifesteal... - min max %life steal
light....... - min max light radius
ltng-min.... - min max +x to min lightning damage on physical attack
ltng-max.... - min max +x to max lightning damage on physical attack
light-thorns - min max x lightning damage to enemy when hit
mag%........ - min max %magic find
mag%/lvl.... # - - 8ths/lvl to magic find
magicarrow.. - min max bows fire level x magic arrows
mana%....... - min max +x% total mana
mana-kill... - min max + mana after each kill
manasteal... - min max %mana steal
move2....... - min max faster run speed
nec......... - min max + to all necro skills
noheal...... - 1 1 prevent monster heal
nofreeze.... - 1 1 cannot be frozen
openwounds.. - min max %chance for open wounds
oskill...... #/name min max +x to non-class skill name/#. max of +3 for the class that has the skill
pal......... - min max +x to all paladin skills
pierce...... - min max %chance to pierce
pierce-cold. - min max -x% to enemy cold resist
pierce-fire. - min max -x% to enemy fire resist
pierce-ltng. - min max -x% to enemy lightning resist
pierce-pois. - min max -x% to enemy poison resist
pois-len.... - min max poison length (x/25 seconds?)
pois-max.... - min max +x to max poison damage on phys attack (/len)
pois-min.... - min max +x to min poison damage on phys attack (/len)
reanimate... 1 min max % reanimate
red-dmg..... - min max phys dmg reduced by x
red-dmg%.... - min max phys dmg reduced by x%
red-mag..... - min max mag dmg reduced by x (elemental, not "magic")
reduce-ac... - min max reduce enemy ac by x%
regen....... - min max +heal rate
regen-mana.. - min max +x% mana regen rate
regen-stam.. - min max +x% stamina regen
rep-dur..... # - - # to repair, see below
rep-quant... # - - replenish thrown weapon quantity, see below
res-all..... - min max resist all
res-all-max. - min max to all max resists
res-cold-max - min max- +x to max cold resist
res-ltng/lvl # - - 8ths/lvl to lightning resist
res-ltng-max - min max +x to max lightning resist
res-fire-max - min max +x to max fire resist
res-pois-len - min max reduce poison duration by x
res-pois-max - min max +x to max pois resist
rip......... - 1 1 rest in peace
slow........ - min max %slow enemies
skill....... #/name min max + to skills
skilltab.... tab# min max + to skill tab
skill-rand.. # min max +# to skill x - x is generated from skill ids btw min & max
sock........ - min max sockets
sor......... - min max +to all sorc skills
stack....... min max +x to stack size for thrown weapons
stam........ - min max +# to stamina
stam/lvl.... # - - # in 8ths to add to stamina per level
stamdrain... - min max x% slower stamina drain
state....... name 1 1 put wearer in state <name>
str......... - min max + to strength
str/lvl..... # - - 8ths/lvl to str
stupidity... - min max hit blinds +x
swing2...... - min max +attack speed % (30 and less)
swing3...... - min max +attack speed % (30 and over)
thorns/lvl.. # - - # in 8ths damage/lvl to attacker when hit
vit......... - min max + to vit
vit/lvl..... # - - 8ths/lvl to vit
wounds/lvl.. # - - 8ths/lvl % for open wounds
to test:
?crush/lvl
repair/replenish notes: 30= 1/3 seconds, 25 = 1/4seconds, 20=1/5 seconds, 10 = 1/10 seconds, 5 = 1/20 seconds

what would be helpful is for someone to check for the max values in itemstatcost.txt and post them with the next list. i know i had to go in and make some of them bigger after i realized they only had 5 bits or something (lightning thorns, for example).
[edit: fixed most formatting with periods. go period yay.]
Re: Updated Magic Modifier List
If you look here you can find the updated Modifier List for 1.10 
Has been up a while, but you find things like this in resources. If anyone found errors in the list just let me know that and we correct the list.

Has been up a while, but you find things like this in resources. If anyone found errors in the list just let me know that and we correct the list.
Re: Updated Magic Modifier List
heh, see im a forum guy. i expected that everything would start out on the forum, and thus still be there. again i am proven wrong.
Re: Updated Magic Modifier List
I think that part of seting the ethereal mod is actually testing for the requirements. The requirements for geting ethereal is that the item is not indestructible, a set item or a low quality item. That is the reason. Seting indestructible does not check for ethereal since it typically happens afterwards in random item generation.eastwind";p="128726" wrote:One thing I noticed is that there's an order dependency between the modifiers ethereal and indestruct. If you have a unique with
ethereal,,1,1,indestruct,,1,1 then you get an ethereal + indestructable,
but if you have
indestruct,,1,1,ethereal,,1,1 then you just get a non-ethereal indestructable.
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Re: Updated Magic Modifier List
Would help to have these on a separate frame, and then have a ? in the frame - which pops up Notes.kingpin";p="147492" wrote:[...] If anyone found errors in the list just let me know that and we correct the list.
Description Code Param1 Param2 Param3 *1.10 **Monster
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Re: Updated Magic Modifier List
The forum is only part of the site. Many things go straight to the File Center or are adjuncts of the main pages.mouse";p="147498" wrote:heh, see im a forum guy. i expected that everything would start out on the forum, and thus still be there. again i am proven wrong.
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Re: Updated Magic Modifier List
I've been messing with the color magic mod. Right now I only can get green and blue to show but I think I can get more colors to show up.
http://mars.walagata.com/w/herrek/Colormod.JPG This was one of the tests that came out good.
http://mars.walagata.com/w/herrek/Colormod.JPG This was one of the tests that came out good.

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Re: Updated Magic Modifier List
What do you exactly do ?
Working with color mod will save me tones of states rows O.O
Working with color mod will save me tones of states rows O.O
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Re: Updated Magic Modifier List
You have already a "color" modifier. I have used it to re-color the light radius. If its this type of coloring you talk about 
EDIT:
I have found an error in my Magical Modifier list. I don't know if I have done somethings or if its an erro, so would be nice to get it confirmed. But I have listed that att%/lvl value/8. For me its instead value/2 is this correct or have I changed anything in my modded files?
Also, if this really is value/2 is this a change in 1.10 or is the 1.09x contain this error aswell?
EDIT2:
No one that can confirm the part in my first edit?
I have found another weird thing. I have listed openwounds as min/max percent chance. But, it looks like that are the actual damage it takes while bleeding (I had a monster with hp around 100, that dies in 2-3 secs). I had added min 50, max 50.
I have tried this by using it in a skill, and in a skill you have only one field to fill the value.
Another way could be this:
param: %chance
min: min damage
max: max damage
I will test this more later when I have time

EDIT:
I have found an error in my Magical Modifier list. I don't know if I have done somethings or if its an erro, so would be nice to get it confirmed. But I have listed that att%/lvl value/8. For me its instead value/2 is this correct or have I changed anything in my modded files?

Also, if this really is value/2 is this a change in 1.10 or is the 1.09x contain this error aswell?
EDIT2:
No one that can confirm the part in my first edit?

I have found another weird thing. I have listed openwounds as min/max percent chance. But, it looks like that are the actual damage it takes while bleeding (I had a monster with hp around 100, that dies in 2-3 secs). I had added min 50, max 50.
I have tried this by using it in a skill, and in a skill you have only one field to fill the value.
Another way could be this:
param: %chance
min: min damage
max: max damage
I will test this more later when I have time

Last edited by kingpin on Wed Apr 21, 2004 1:50 am, edited 2 times in total.
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Re: Updated Magic Modifier List
I confirm this. Same for me.kingpin";p="149738" wrote:EDIT:
I have found an error in my Magical Modifier list. I don't know if I have done somethings or if its an erro, so would be nice to get it confirmed. But I have listed that att%/lvl value/8. For me its instead value/2 is this correct or have I changed anything in my modded files?
Also, if this really is value/2 is this a change in 1.10 or is the 1.09x contain this error aswell?

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Re: Updated Magic Modifier List
Throw modifier. Is it working by at least someway?
I tried many times and I can't throw items.
May be someone tell how it works step by step?
I tried many times and I can't throw items.
May be someone tell how it works step by step?
Re: Updated Magic Modifier List
TrueMage";p="201927" wrote:Throw modifier. Is it working by at least someway?
I tried many times and I can't throw items.
May be someone tell how it works step by step?
Throw make any weapon throwabel for an infinite amout. But to work, you need to give your weapon a missile ID in weapons.txt
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Re: Updated Magic Modifier List
Even in unmodded weapons.txt for hand axe (hax): missiletype = 35 (throwaxe). I tried to give throw modifier to hand axe through gems.txt (socketing), uniqueitems.txt, cubemain.txt (recipe). Not works.Joel";p="201930" wrote:Throw make any weapon throwabel for an infinite amout. But to work, you need to give your weapon a missile ID in weapons.txt
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Re: Updated Magic Modifier List
I wrote a tutorial on how to make infinite throwing items, its for 1.09 but still, the process is identical to how you would do it today.
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Re: Updated Magic Modifier List
If I understood correctly, tutorial named "Infinite Javelins" instructs how to spawn already throwable items with infinite quantity.Nefarius";p="201935" wrote:I wrote a tutorial on how to make infinite throwing items, its for 1.09 but still, the process is identical to how you would do it today.
But if also understood correctly, essence of throw modifier and missiletype column is to make item which releases missiles with missileID from missiletype column. For example, hand axe (hax): missiletype = 35 (throwaxe). So hand axe with throw modifier must to shoot by throwing axes.
How to make it? Or I am wrong?
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Re: Updated Magic Modifier List
Its exactly the same process.
However dont forget that melee attack animation use TRIGGER ID 1 in the COF and D2 files, you must change the alternategfx used by the game to that of a animation using TRIGGER ID 2 to make the character actually throw something.
However dont forget that melee attack animation use TRIGGER ID 1 in the COF and D2 files, you must change the alternategfx used by the game to that of a animation using TRIGGER ID 2 to make the character actually throw something.
Last edited by Nefarius on Thu Nov 18, 2004 2:09 pm, edited 1 time in total.
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Re: Updated Magic Modifier List
On another forum, it was drawn to my attention that one of the new realm only runewords, "Fortitude" has a varying hp/lvl modifier. At this point it appears to be from 1 to 1.5 hp per level. (8, 9, 10, 11, 12)
I had thought from earlier experiences that the hp/lvl mod could not vary, but with a little testing, I found that this mod has been changed at some point so it will work from either the parameter column, or the min and max columns!
I tested mana/lvl, dmg/lvl, vit/lvl, res-fire/lvl, mag%/lvl, deadly/lvl and dmg-dem/lvl with the values 8 and 16 in the min and max columns, and all appear to be varying correctly. This should probably be noted in any new Magic Modifiers lists.
I had thought from earlier experiences that the hp/lvl mod could not vary, but with a little testing, I found that this mod has been changed at some point so it will work from either the parameter column, or the min and max columns!
I tested mana/lvl, dmg/lvl, vit/lvl, res-fire/lvl, mag%/lvl, deadly/lvl and dmg-dem/lvl with the values 8 and 16 in the min and max columns, and all appear to be varying correctly. This should probably be noted in any new Magic Modifiers lists.
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Re: Updated Magic Modifier List
Want to confirm Cantos discovery. If syntax of modifier uses min & max, then this modifier in value/level mode also may use min & max syntax !
Magic Modifier list must be update.
In addition: For such modifiers, parameter syntax has priority, i.e. if set all three fields (parameter, min, max), then game take data from parameter field.
Magic Modifier list must be update.

In addition: For such modifiers, parameter syntax has priority, i.e. if set all three fields (parameter, min, max), then game take data from parameter field.
Last edited by TrueMage on Mon Dec 27, 2004 8:56 am, edited 1 time in total.
Re: Updated Magic Modifier List
howabout changeing it to say +/- were - works because quite a few things that would be cool would make use of this (a suside blade with - leach life and chance to cast on death things)