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Most items have requirements that need to be met before they can be used and apply any bonuses to a player character or mercenary. Items that cannot be used have a red background in inventory, and requirements which aren't met are highlighted in red in their description window.
- The Expansion introduced items which can only be equipped by a specific class:
- Barbarian mercenary can also equip primal helms, provided all other requirements are met.
- Items often have a minimum required level (rlvl), which is the maximum of the following:
- Item type rlvl
- Skill bonus rlvls
- Affix rlvls for magic, rare or crafted item
- Set item rlvl
- Unique item rlvl
- Socketed gem, jewel or Rune rlvls
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- Charged suffix rlvls are much lower for skills belonging to a character's own class.
- Crafted item rlvl increases by 10 plus 3 for each random affix (so maximum +22 with four affixes), thus minimum rlvl 13 with one affix and no other rlvl > 13. There is a ceiling of maximum rlvl 98.
- A Normal rare or Unique item which has been upgraded to Exceptional using the Horadric Cube has rlvl +5; upgrading Exceptional to Elite results in rlvl +7. These increases are cumulative, so upgrading Normal to Exceptional, then Exceptional to Elite results in rlvl +12.
- Weapons and armor often have minimum required Strength to equip them, while some weapons also have minimum required Dexterity. However, items that cannot be equipped can still be picked up and placed in inventory and stash.
- After recovery of corpse following death, or swapping weapons in Expansion games, items will normally be equipped in the following order:
- Finally, any swap weapons (II) on the right then left arm will be equipped in Expansion games. Charms in inventory are equipped first when recovering a corpse, and last once equipped. [1] If item requirements cannot be met without Strength (or Dexterity) bonuses from items equipped later, then items normally equipped before will now be equipped after those later items. This changed order can affect casting order of Chance to Cast modifiers, and which weapon is primary for an Assassin or Barbarian equipping two weapons.
- An item's own Strength (or Dexterity) bonus can be used to meet its requirements after removing items whose bonuses allow it to be equipped. However, if an item cannot be equipped without its own Strength (or Dexterity) bonus upon recovery, it (and any later item(s) which cannot be equipped without that bonus) will be placed in inventory or remain on the corpse if there isn't sufficient space.
- In a Multiplayer Expansion game, any items that require Strength or Dexterity bonuses from charms to equip them (or which require bonuses from those that do) will not be equipped on the client of other players in that game: if these items are normally visible, they will not be. If these items have modifiers affecting animation (like Faster Run/Walk), this can result in client and server not being synchronised: things will not be as they appear. [2]
Requirements -% reduces required Strength and Dexterity by a percentage, rounding down. For example, Sacred Armor normally has required Strength 232: Sacred Armor of Simplicity has Requirements -30%, so required Strength 232 - [232 * 30/100] = 163. An ethereal item reduces required Strength and Dexterity by 10 each, so ethereal Sacred Armor of Simplicity has required Strength 163-10 = 153.
Any socket
Value
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Source
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Min Rlvl
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Min Alvl
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-15%
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Jewel of Freedom
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1
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1
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Helm
Body armor
Value
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Source
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Min Rlvl
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Min Alvl
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-20%
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Body armor of Ease
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11
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15
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-30%
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Body armor of Simplicity
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18
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25
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Weapon
Value
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Source
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Min Rlvl
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Min Alvl
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-20%
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Weapon of Ease 1
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11
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15
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-30%
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Weapon of Simplicity 1
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18
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25
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1 Excluding orb and rod
Axe
Crossbow
Hammer
Mace
Polearm
Scepter
Spear
Sword
Shield
Value
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Source
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Min Rlvl
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Min Alvl
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-20%
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Shield of Ease
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11
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15
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-30%
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Shield of Simplicity
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18
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25
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Boots
Belt
Reference
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