19. Crafting
Crafted items are always creates it the cube using Rune+Jewel+Gem+Item recepe.
I'll directly quote Uzziah here.
Again, see chapter 11 for algorithm of affix selection.
20. Imbuing
Written by Uzziah.
21. Cubing
Cubing is a process of creating items by player in The Horadric Cube.
Written by Uzziah.
22. Circlets and Magic Level
In chapter 11 you may found the following algorithm of affix selection.
When an item is generated that has prefixes the alvl is calculated* from ilvl and qlvl as follows
If (ilvl>99) then {ilvl=99}
if (qlvl>ilvl) then {ilvl=qlvl} ;** see note below
if (magic_lvl>0) then {alvl=ilvl+magic_lvl}
else
{
if (ilvl<(99-qlvl/2))
then {alvl=ilvl-qlvl/2}
else {alvl=2*ilvl-99}
}
If (alvl>99) then {alvl=99}
*all calculations use integers so there are no fractions at any step.
** this new ilvl value is only used for the duration of this calculation. The ilvl value that is stored in the items data file will remain unchanged.
Let me attract your attention to lines number 2 and 3. They means that 1) Ilvl for affixes cannot be lower than qlvl of given item, 2) if the item has magic lvl, than it receives much higher alvl.
What is magic_lvl? It is Magic level, special bonus for special items. It could be found in weapon.txt and armor.txt files. All Wands, Staffs and Orbs have magic_lvl=1. Circlets have magic_lvl=3, Coronets have magic_lvl=8, Tiaras have magic_lvl=13, Diadems have magic_lvl=18. Other items don't have it.
Look at Diadems. They have Qlvl=85 and magic_lvl=18. This means that they ALWAYS have Alvl=99. Refer to above algorithm for details.
Look at Tiaras too. They have Qlvl=70 and magic_lvl=13. So Tiaras always have Alvl=83+.
23. Rune making in Hell Forge
The Hellforge is the second quest in Act IV. In Normal difficulty this quest rewards you with a rune from El-Amn range, in Nightmare - Sol-Um, in Hell - Hel-Gul. The chance for every rune to be dropped is 1/11.
Hellforge runs is popular in multiplayer games, where fast teleporting character can level new character to Hell Hellforge in very shot period of time.
24. Magic Finding
Magic Finding (MF) deserves special chapter, because all you can do to increase your chances to find good items from certain monster in players1 mode is only to increase your MF.
What is MF? It is "+% Better Chance of Getting Magic Item" property, that can be found on many items in the game, topazes are most popular of them.
What MF do? It increases your chances at magic, rare, set and unique items. 100% MF doesn't means that all items, that you find will be magic. It means, that the chance of item to be magic will be doubled. MF have diminishing returns for finding rare, set and unique items.
What is MF diminishing returns?
Effective MF=(MF*Factor)/(MF+Factor),
where Factor=250 for unique items, 500 for set items and 600 for rare items.
Is there a cap on MF? Yes, implicitly. When you stack up your MF your increase your chance to find unique, set, rare and magic items. There is a cap on this chances. For example the cap in unique item chances for Act bosses is 50% (calculates from itemratio.txt as 128/(6400-(6400*983/1024))). Practically you'll never reach this cap, so don't afraid to increase your MF.
Will MF work on Runes? No. MF works only when item type is already selected. So with more MF you will NOT get more weapons and armors and less runes.
Will MF help getting better Items from Gambling? No.
Will MF work with Minions and Hirelings? Yes. When you make a kill, you get the MF% of yourself only. When a Hireling gets a kill, it uses the combined MF of the Hireling and you.
Does number of players in the game increase the chances for an item to be unique? No, it just increases number of dropped items and thus the number of unique items found. Only MF increases the chances for an item to be unique.
Does MF work on chests? Yes, MF DOES work on every objects: chests, rocks, dead bodies, urns, etc. See chapter 17 for exact description of object drops. Special chest have fixed quality chances, though.
How exactly MF works? It increases the chances for item to be unique/set/rare/magic by EffectiveMF/100 times. For example, Baal dropping an Unearthed Wand has 128/1984 chance to generate unique when you have 0% MF and 128/992 chance, when you have 167% MF.
25. 1.11 Drop Changes
As you know this patch didn’t change much. Most updated was dedicated to new Uber bosses.
So the only thins that changed in the game is:
— Fangskin no more drop items in Hell
— Countess, Summoner and Nihlathak drop keys, that slightly reduce there other drop chances.
26. Thanks
I'd like to name here all, who helped me to write this guide, in acknowledgement to their deeds, however their list is too long.

However I tried to name those, whose materials was used, in every chapter. I'm really sorry if I used someone's discovery and not figured his name, I didn't want to do so.
The BIGGEST thanks goes to Blizzard, that has created the games, that gave us countless hours of fun and joy, Diablo and Diablo II!
Oh! Thank you for reading it!
Have fun,
Sincerely yours, Warrior of Light.