Diablo 2 Guide: Facts and Formulae Archive

This guide has been compiled by Dracoy with the help of other forum members (noted in the document and at the foot) from posts made in the DiabloII.Net Forums. If you have any dispute with the data or information you think should be included here can you please leave a comment at the end and we’ll get to it.

General Breakpoints

FBR

CharacterWeapon/Skill/Form

Block Frames

1716151413121110987654321
Amazon1-handed swinging weapons*04611152329405680120200480
Other weapons0133286600
AssassinAll0133286600
BarbarianAll09204286280
DruidHuman061320325286174600
Werebear051016274065109223
Werewolf0715274886200
NecromancerAll061320325286174600
PaladinWithout Holy Shield0133286600
With Holy Shield086
SorceressAll07152748200200

FCR

FramesAmazonA3 MercenaryAssassinDruid HumanDruid WWDruid WBPal/NecBarb/Sorc
190
18700
1714104
16221501000
153230819670
144840163014159
13686027462626180
12999042684040309
11152140659960634820
1010216395997537
917415716312563
8105
7200

FHR

CharacterWeapon

Hit Recovery Frames

171615141312111098765432
AmazonAll061320325286174600
AssassinAll0715274886200
BarbarianAll0715274886200
Act 5 mercenaryAll0715274886200
Druid, human1-handed swinging weapons*037131929426399174456
Other weapons05101626395686152377
Druid, werebearAll05101624375486152360
Druid, werewolfAll09204286280
Act 3 mercenaryAll05813182432466386133232600
NecromancerAll05101626395686152377
PaladinSpears and staves0371320324875120280
Other weapons0715274886200
Act 1 mercenaryAll061320325286174600
SorceressAll059142030426086142280
Act 2 mercenaryAll059142030426086142280

* 1-handed swinging weapons include 1-handed axes, clubs, 1-handed maces, orbs, scepters, 1-handed swords, 2-handed swords wielded in one hand, throwing axes, and wands.

Source: Tommy Gustafsson
Diabloii.net Character Class FAQs

Chance to Hit

100 * AR / (AR + DR) * 2 * alvl / (alvl + dlvl)
AR = Attack Rating; alvl = Level of Attacker; dlvl = Level of Defender; DR = Defense Rating

Note: Attacks will never have less than 5% chance to hit nor more than 95% chance to hit.

Final chance to hit is truncated.

Example

I have an AR of 10,000. I am lvl85 (attacker) and the Defender is lvl90 with a defense of 5000

= 100 * AR / (AR + DR) * 2 * alvl / (alvl + dlvl)
= 100 * 10000/ (10000 + 5000) * 2 * 85/ ( 85 + 90)
= 1000000/(10000 + 5000) * 2 * 85/(85 + 90)
= 1000000/(15000) * 2 * 85/(175)
= 1000000/(15000) * 2 * 85/(175)
= 66.667 * 2 * 85/175
= 133.333 * 85/175
= 11333.333/175
= 64.761% chance to hit.

Base Attack Rating

(Your attack rating without +AR or +Ar% from equipment, charms or skills)

= (Dex * 5) – 35 + ClassBonus

The ClassBonus is:

20 for Barbarians and Paladins
15 for Assassins
5 for Amazons and Druids
-10 for Necromancers
-15 for Sorceresses

Example

Any lvl Necromancer with 200 Dex.

= (Dex * 5) – 35 + ClassBonus
= (200 * 5) – 35 + (-10)
= (1000) – 35 + (-10)
= 965 + (-10)
= 955AR

Base Defense Rating

(Your Defense rating without Defense, +Def or +Def% from equipment, charms or skills)

= Dex / 4 (rounding down)

Example

Any lvl char with 179 Dex.

= Dex/4 (rounding down)
= 179/4 (rounding down)
= 44.75 (rounding down)
= 44

Chance to cause Knockback

Vs. large (eLarge): 32/128 = 25%
Vs. small (eSmall): 128/128 = 100%
everyone else: 64/128 = 50%

Chance to Block

Total Blocking = [(Blocking * (Dexterity – 15)) / (Character Level * 2)]

Blocking = A total of the Blocking on all of your items. (E.g: Guardian Angel, Twitchthroe, Any Shield, Holy Shield)
[] = Round Down

Note: Blocking on shield shown in game is capped at 75% while it may actually be higher. For a true account of most shields blocking ability… Look here forUnique, Set, and Magical/Rare shields. (for magical/rare, add the Blocking % from the suffix to the base blocking)

Note 2: Block chance is divided by 3 after the 75% cap. You can’t block more than 25% when running.

Example: A lvl85 Paladin with 100 Dex, Guardian Angel(20%), lvl20 Holy Shield (35%) and a Herald of Zakarum(82%).

Total Blocking = [(Blocking * (Dexterity – 15)) / (Character Level * 2)] = (20 + 35 + 82 * (100 – 15)) / (85 * 2)
= (20 + 35 + 82 * (85)) / (85 * 2)
= (20 + 35 + 82 * (85)) / 170
= (20 + 35 + 82 * (85)) / 170
= (137 * 85) / 170
= 11645 / 170
= 68.5
= 68% Chance to Block

Hit Blinds Target

Decreases radius of awareness similar to the Necromancer Curse: Dim Vision. The formula is as follows:

Melee Chance = 50 + (Attacker Level + (Bonus – 1) * 4) – Defender Level) * 5
Ranged Chance = ((50 + (Attacker Level + (Bonus – 1) * 4) – Defender Level) * 5)/3

Bonus = Hit Blinds Target acquired from items. Most are +1 but some are +2. For Hit Blinds Target from items, See the item here for Uniques and Sets.
Duration: The level of Dim Vision that’s cast on the target is equal to (Chance – Roll)/5+1, max of 20.

E.g:

Lvl15 Amazon wearing Coif of Glory(+1) and a Bow while attacking a lvl20 Monster.

Ranged Chance = ((50 + (Attacker Level + (Bonus – 1) * 4) – Defender Level) * 5)/3
= ((50 + (15 + (1 – 1) * 4) – 20) * 5)/3
= ((50 + (15 + (0) * 4) – 20) * 5)/3
= ((50 + (15 + 0) – 20) * 5)/3
= ((50 + (15 – 20)) * 5)/3
= ((50 – 5) * 5)/3
= (45 * 5)/3
= (225)/3
= 75

This formula is applied to monsters hit by an ITD weapon. Does not apply to uniques, super uniques, other players or their hirelings, and act bosses. In effect the defense of the monster is set to zero. ITD basically disregards the part of the ‘ chance to hit’ formula related to Attack and Defense ratings.

FinalAR = 100 * 2 * mLvl / (mLvl + cLvl)

mLvl – monster level
cLvl – your character level
AR – attack rating

See Chance to Hit Formula for example on how to work it.

Open Wounds

Damage per frame:
Clvl=1-15: ((9*Clvl+31)/256)) * Modifier
Clvl=16-30: ((18*Clvl-104)/256) * Modifier
Clvl=31-45: ((27*Clvl-374)/256) * Modifier
Clvl=46-60: ((36*Clvl-779)/256) * Modifier
Clvl=61-99: ((45*Clvl-1319)/256) * Modifier

Modifier:
Triggers on a Player with attacker using a Melee Attack: 0.25
Triggers on a Player with attacker using Ranged Attack: 0.125
Triggers on a Boss Monster with attacker using Ranged or Melee: 0.5
Trigger on Other Targets with attacker using Ranged or Melee: 1

Open Wounds has a duration of 200 Frames (8 Seconds) and will reset the timer if reapplied. It’s not actual damage but a Negative Life Regenration.

E.g:

Lvl80 Char using melee attack on a normal monster (Other Target)
Clvl=61-99: ((45*Clvl-1319)/256) * Modifier
= ((45*80-1319)/256) * 1
= ((3600-1319)/256)
= (2281/256) * 1
= 8.91015625 * 1
= 8.91015625 Damage per Frame.

For Damage per second, do (Damage per frame * 25)

8.91015625 * 25
= 222.75390625 Damage per second.

Chance to Freeze

Melee = 50 + (AL + (B*4) – DL) * 5
Ranged = (50 + ((AL-6) + (B*4) – DL) * 5)/3

AL = attacker level
DL = defender level
B = freeze bonus from item (default is 1)

For Freeze Bonus from items, See the item here for Uniques and Sets.

E.g:

Lvl85 Amazon using a Buriza (+3 freezes Target) while attacking a lvl80 Creature.

Ranged = (50 + ((AL-6) + (B*4) – DL) * 5)/3
= (50 + ((85-6) + (3*4) – 80) * 5)/3
= (50 + (79 + (3*4) – 80) * 5)/3
= (50 + (79 + (12) – 80) * 5)/3
= (50 + (11 * 5))/3
= (50 + 55)/3
= 105/3
= 35% Chance to Freeze

Duration:

Freeze length = (Chance – Roll) * 2 + 25 frames
with a minimum length of 25 frames (1 second) and a maximum length of 250 frames (10 seconds)
roll=RND(100) for a range of 0 to 99

E.g:

Same situation but with a roll of 10.

Freeze length = (Chance – Roll) * 2 + 25 frames
= ((35 – 10) * 2) + 25 frames
= (25 * 2) + 25
= 50 +25
= 75 Frames

For conversion from Frames to seconds: Frames/25 = Seconds
= 75/25
= 3 Seconds

AL = attacker level
DL = defender level
B = freeze bonus from item (default is 1)

Axe of Fechmar = 3
Woestave = 1
Iceblink = 1
Sureshrill Frost = 3
Bing Sz Wang = 2
Buriza = 3
Shadowkiller = 2
Frostwind = 4
Nord’s Tenderizer = 2 to 4
IK gloves (full set) = 2
Vidala’s full set = 1
Cham Rune is now Hit Freezes Target +3

if it’s ranged, the AL has a -6 penalty.
if it’s ranged, the chance is divided by 3
– As for the duration of the freeze:
freeze length = (chance – roll) * 2 + 25 frames
with a minimum length of 25 frames (1 second) and a maximum length of 250 frames (10 seconds)
roll=RND(100) for a range of 0 to 99

Crushing Blow

Crushing Blow reduces a target’s life by a certain fraction:

Normal Monster hit with a melee weapon: 1/4
Normal Monster hit with a ranged weapon: 1/8
Boss/Champion Monster hit with a melee weapon: 1/8
Boss/Champion Monster hit with a ranged weapon: 1/16
Player/Hireling hit with a melee weapon: 1/10
Player/Hireling hit with a melee weapon: 1/20

2p = 1.5x HP and XP
3p = 2.0x HP and XP
4p = 2.5x HP and XP
5p = 3.0x HP and XP
6p = 3.5x HP and XP
7p = 4.0x HP and XP
8p = 4.5x HP and XP

Crushing Blow does not scale with the amount of players. In 1.10, the game first calculates the Crushing blow in relation to the target’s current life and then divides the CB amount by the correlating number (See the Player’s Table found on RTB’s Post). E.g: 8 players would be 450%. So the damage would be divided by 4.5.

Crushing Blow is affected by Physical resistances, but only if that number is positive.

The % of Crushing Blow will be added from each item for 1 Crushing blow check.

Crushing Blow is actually applied Before the weapon damage done.

Replenish Life

(25 * (+Replenish life)) / 256 = Life Per Second

E.g:

+10 Replenish life

(25 * (+Replenish life)) / 256 = Life Per Second
= (25 * (10)) / 256
= (250) /256
= 0.98 Life Per Second

Chance of Potion Double Heal

Chance of Double Life/Mana Heal for Vitality/Energy up to 200: Vit or Eng / 4
Chance of Double Life/Mana Heal for 200 Vitality/Energy and up: 100 – (10000 / Vit or Eng)

E.g:

Character with 300 Vit and 100 Energy.

Vit: 100 – (10000 / Vit)
= 100 – (10000 / 300)
= 100 – (33.333)
= 66.667% Chance of your Potion having twice the effect.

Energy: Eng / 4
= 100 / 4
= 25% Chance of your Potion having twice the effect.

Mana Regeneration

Mana Regenerated per second = 25 * [[256 * max_mana / (25 * 120)] * (%Mana Regeneration/100 + 1] / 256

[] = Round Down

E.g:

A Sorceress with 1152 Mana and lvl20 Warmth(258%MR)

25 * [[256 * max_mana / (25 * 120)] * (%Mana Regeneration/100 + 1] / 256
= 25 * [[256 * 1152 / (25 * 120)] * (278/100 + 1] / 256
= 25 * [[294912 / (25 * 120)] * (278/100 + 1] / 256
= 25 * [[294912 / 3000] * (278/100 + 1] / 256
= 25 * [[98.304] * (278/100 + 1)] / 256
= 25 * [98 * (278/100 + 1)] / 256
= 25 * [98 * (2.78 + 1)] / 256
= 25 * [98 * (3.78)] / 256
= 25 * [370.44] / 256
= 25 * 370 / 256
= 9250 / 256
= 36.133 Mana Regenerated per second.

Maximum Mana Potential

Formula for calculating the maximum amount of mana a player will have after items, stat points, etc.:

Maximum mana = ((BaseEnergy – StartEnergy + Level – 1) * ClassBonus + ItemMana + StartEnergy) * (1 + PercentMana / 100) + ItemEnergy * ClassBonus

Where:

BaseEnergy = amount of Energy without items

ClassBonus =
Amazon : 1.5
Assassin : 1.5
Barbarian : 1
Druid : 2
Necromancer : 2
Paladin : 1.5
Sorceress : 2

ItemEnergy = total “+X to Energy” and “+X to All Attributes” gained from items

ItemMana = total “+X to Mana” gained from items

Level = character’s level

PercentMana = total “Increase Maximum Mana X%” gained from items and skills

StartEnergy = amount of Energy the class starts with:
Amazon : 15
Assassin : 25
Barbarian : 10
Druid : 20
Necromancer : 25
Paladin : 15
Sorceress : 35

Note: The assassin gets 1.5 mana per lvl up and 1.75 mana per point of energy. Therefore this formula is inaccurate for assassins.

Weapon Damage

Weapon Minimum Damage = Base Minimum Damage * (1+ (+x % Enhanced Damage)/100) + (+x to Minimum Damage)
Weapon Maximum Damage = Base Maximum Damage * (1+ (+x % Enhanced Damage)/100) + (+x to Maximum Damage)
+x % Enhanced Damage and +x to Minimum/Maximum Damage in this case is only what is shown on the weapon.

E.g:

A Berserker Axe(27-71) with 296%ed and +50Max damage.

Weapon Maximum Damage = [Base Maximum Damage * (1+ (+x % Enhanced Damage)/100)] + (+x to Maximum Damage)
= [71 * (1+ (296/100)] + 50
= [71 * (1+ 2.96)] + 50)
= [71 * (3.96)] + 50
= [281.16] + 50
= 281 + 50
= 331 Final Maximum Weapon Damage

Total Damage

  • Minimum Damage = (Weapon Minimum Damage + (+x To Minimum Damage)) * (1 + StatBonus + (+x% Enhanced Damage) / 100)) * Modifier
  • Maximum Damage = (Weapon Maximum Damage + (+x To Maximum Damage)) * (1 + StatBonus + (+x % Enhanced Damage) / 100)) * Modifier
  • +x % Enhanced Damage = all +x % Enhanced Damage from different items (jewels in armor/helm/shield, Lionheart etc.) and skills (both your skills, and others auras and Heart of Wolverine). Enhanced damage versus demons/undead is put here as well.
  • ‘+x To Minimum/Maximum Damage’ in this case is from items other than the weapon (armor and charms). You could add +x to Minimum/Maximum Damage in the next formula, but I choose to add it here since when it comes from other than weapon, it isn’t displayed on the weapon.
  • -% dmg from skills like Weaken, Taunt (monster only), Battle Cry is put here. If monsters have no StatsBonus or Skill ed%, then -% dmg will lower their dmg by the stated amount. When they have an aura (Might/Fanat), the -% reduces the skill ed%.
  • +damage (ie, The Redeemer) is the same as +min/max dmg, with the +min and +max being equal to the amount shown. The Character Screen does not take +damage into account when calculating total dmg.
  • StatBonus = a damage bonus you get from your strength and/or dexterity (depends on what kind of weapon you’re using).
  • Hammers (War Hammer, Maul, Great Maul and their excep and elite counterparts) : 1.10*str / 100
  • Daggers, Throwing Weapons and Assassin Claws: (0.75*str / 100) + (0.75*dex / 100)
  • Bows and Crossbows: dex / 100
  • Amazon Only Spears/Javelins: (0.80*str / 100) + (0.50 *dex /100)
  • Other Weapons: str / 100
  • Rounded down to 0.01 accuracy

Modifier

Default = 1
Multiple Shot/Strafe/Lightning Bolt = 0.75
Critical Hit/Deadly Strike = 2
Blade Fury 1h = 0.75
Blade Sentinel/Blade Fury 2h = 0.375
Blade Shield = 0.25

+x % Enhanced Damage jewels in weapons enhances the weapon damage directly, but if you place the jewels in armor/shield/helm, the bonus will be added along with stats-bonus and skills.

If a jewel adds both ed% and min dmg, the ed% will only affect the max dmg.
If a jewel has both ed% and max dmg, the ed% only affects the min dmg.

Ethereal Weapon Damage

Weapon Minimum Damage = [[Base Minimum Damage * 1.5] * (1+ (+x % Enhanced Damage)/100)] + (+x to Minimum Damage)
Weapon Maximum Damage = [[Base Maximum Damage * 1.5] * (1+ (+x % Enhanced Damage)/100)] + (+x to Maximum Damage)
+x % Enhanced Damage and +x to Minimum/Maximum Damage in this case is only what is shown on the weapon.

[] = Round Down

E.g:

An Ethereal Berserker Axe(27-71) with 296%ed and +50Max damage.

Weapon Maximum Damage = [[Base Maximum Damage * 1.5] * (1+ (+x % Enhanced Damage)/100)] + (+x to Maximum Damage)
= [[71 * 1.5] * (1+ (296/100)] + 50
= [[106.5] * (1+ 2.96)] + 50)
= [106 * (1+ 2.96)] + 50)
= [106 * (3.96)] + 50
= [419.76] + 50
= 419 + 50
= 469 Final Maximum Weapon Damage

Hellforge rune drops

  • Normal: El – Amn
  • Nightmare: Sol – Um
  • Hell: Hel – Gul

Chest drops in alvl 85 areas [Originally Posted by Ruvanal]

  • Crypt, Pit Levels 1 & 2: TC66
  • Maggot Lair lvl 3, Ancient Tunnels: TC69
  • The Temples in Kurast, Kurast Sewers lvl 2: TC 75
  • River of Flame, Chaos Sanctuary: TC 78
  • WSK: TC87

Countess rune drops

  • Normal: El – Ral
  • Nightmare: El – Io/Ko ; above Io is much rarer
  • Hell: El – Ist/Lo ; above Ist is much rarer

MF Diminishing Returns Formulae

  • Uniques: Final MF = (MF*250)/(MF+250) ; cannot exceed 250
  • Set Items: Final MF = (MF*500)/(MF+500) ; cannot exceed 500
  • Rares: Final MF = (MF*600)/(MF+600) ; cannot exceed 600

MF – your MF from equipment

In-Game Slash Commands

  • /players x – simulates x amount of players in game (single player only)
  • /fps – shows fps and other info on screen
  • /framerate – same as /fps but shows cache info
  • /nopickup – You can only pickup items when holding alt

Clvl requirement for crafted items [Originally Posted by Hammerman]

reqlvl = lvlreq_highest_affix + 3*number_of_affixes + 10

This is for items with the “charged” mod, I have yet to look at the 3 hitskill mods.

First, if “max” is 0, then it does:

slvl = (X + (ilvl – reqlvl) / 4) + 1
X = 3 if ilvl – reqlvl < 0, else 0
reqlvl is the reqlvl from skills.txt

Then it checks if the slvl is at least 1, and 20 or less and modifies it according to that (so it will be a value from 1 to 20).

If “max” is a negative value, it does:

slvl = (ilvl – uselvl) / neg(99 – uselvl / max)
99 – uselevel is always at least 1. It also makes sure that neg(99…) is at least 1 before the division.
uselvl is the highest of reqlvl from skills.txt and level from affix.txt.

Now it only checks if it is at least 1, no upper cap.

After it calculates slvl, it gets number of charges:

num_charges = (neg(min) * slvl) / 8 + neg(min)

min is just the value from min column in affix.txt. num_charges is then capped at 255. It then calculates the charges left when spawned:

spawn_charges = 1 + (num_charges / 8) + rnd[num_charges – (num_charges / 8)]

Experience [Originally Posted by Ruvanal]

The values are from an internal table in the games DLLs. For character levels less than 25 it uses the following:

mlvl-clvlexp %
105
105
915
836
768
688
1 to 5100
-5 to 0100
-681
-762
-843
-924
-105
-105

For levels of 25 and above the following will be used:

If (mlvl-clvl>0) then experience is adjusted by clvl/mlvl else use the values from the above table (clvl of 0 to <-10).

At clvl 76 to 80 divide experience by 2.
At clvl 81 to 85 divide experience by 3.
At clvl 86 to 90 divide experience by 4.
At clvl 91+ divide experience by 5.

I expect that in the v1.10 patch that this last part with dividing the experience will start at a lower level and be more severe than it currently is.

Area Levels

Act    N    NM   Hell  Level Name  
Act 1                  Rogue Encampment  
Act 1  1    36    67   Blood Moor  
Act 1  2    36    68   Cold Plains  
Act 1  4    37    68   Stony Field  
Act 1  5    38    68   Dark Wood  
Act 1  6    38    69   Black Marsh  
Act 1  8    39    69   Tamoe Highland  
Act 1  1    36    79   Den of Evil  
Act 1  2    36    77   Cave Level 1  
Act 1  4    37    69   Underground Passage Level 1  
Act 1  5    38    80   Hole Level 1  
Act 1  7    39    85   Pit Level 1  
Act 1  2    37    78   Cave Level 2  
Act 1  4    38    83   Underground Passage Level 2  
Act 1  5    39    81   Hole Level 2  
Act 1  7    40    85   Pit Level 2  
Act 1  3    36    80   Burial Grounds  
Act 1  3    37    83   Crypt  
Act 1  3    37    85   Mausoleum  
Act 1  7    38    75   Tower Cellar Level 1  
Act 1  7    39    76   Tower Cellar Level 2  
Act 1  7    40    77   Tower Cellar Level 3  
Act 1  7    41    78   Tower Cellar Level 4  
Act 1  7    42    79   Tower Cellar Level 5  
Act 1  8    40    70   Monastery Gate  
Act 1  9    40    70   Outer Cloister  
Act 1  9    40    70   Barracks  
Act 1  10   41    71   Jail Level 1  
Act 1  10   41    71   Jail Level 2  
Act 1  10   41    71   Jail Level 3  
Act 1  10   41    72   Inner Cloister  
Act 1  11   42    72   Cathedral  
Act 1  11   42    72   Catacombs Level 1  
Act 1  11   42    73   Catacombs Level 2  
Act 1  12   43    73   Catacombs Level 3  
Act 1  12   43    73   Catacombs Level 4  
Act 1  6    39    76   Tristram  
Act 1  28   64    81   Moo Moo Farm  
Act 2  14   43    75   Rocky Waste  
Act 2  15   44    76   Dry Hills  
Act 2  16   45    76   Far Oasis  
Act 2  17   46    77   Lost City  
Act 2  18   46    77   Valley of Snakes  
Act 2  16   48    79   Canyon of the Magi  
Act 2  13   43    74   Sewers Level 1  
Act 2  13   43    74   Sewers Level 2  
Act 2  14   44    75   Sewers Level 3  
Act 2  13   47    78   Harem Level 2  
Act 2  13   47    78   Palace Cellar Level 1  
Act 2  13   47    78   Palace Cellar Level 2  
Act 2  13   48    78   Palace Cellar Level 3  
Act 2  12   44    78   Stony Tomb Level 1  
Act 2  12   44    79   Halls of the Dead Level 1  
Act 2  13   45    81   Halls of the Dead Level 2  
Act 2  14   47    82   Claw Viper Temple Level 1  
Act 2  12   44    79   Stony Tomb Level 2  
Act 2  13   45    82   Halls of the Dead Level 3  
Act 2  14   47    83   Claw Viper Temple Level 2  
Act 2  17   45    84   Maggot Lair Level 1  
Act 2  17   45    84   Maggot Lair Level 2  
Act 2  17   46    85   Maggot Lair Level 3  
Act 2  17   46    85   Ancient Tunnels  
Act 2  17   49    80   Tal Rasha's Tomb  
Act 2  17   49    80   Tal Rasha's Tomb  
Act 2  17   49    80   Tal Rasha's Tomb  
Act 2  17   49    80   Tal Rasha's Tomb  
Act 2  17   49    80   Tal Rasha's Tomb  
Act 2  17   49    80   Tal Rasha's Tomb  
Act 2  17   49    80   Tal Rasha's Tomb  
Act 2  17   49    80   Duriel's Lair  
Act 2  14   48    79   Arcane Sanctuary  
Act 3  21   49    79   Spider Forest  
Act 3  21   50    80   Great Marsh  
Act 3  22   50    80   Flayer Jungle  
Act 3  22   52    80   Lower Kurast  
Act 3  22   52    81   Kurast Bazaar  
Act 3  23   52    81   Upper Kurast  
Act 3  24   53    81   Kurast Causeway  
Act 3  24   54    82   Travincal  
Act 3  21   50    79   Spider Cave (Arachnid Lair)  
Act 3  21   50    79   Spider Cavern  
Act 3  21   51    80   Swampy Pit Level 1  
Act 3  21   51    81   Swampy Pit Level 2  
Act 3  22   51    81   Flayer Dungeon Level 1  
Act 3  22   51    82   Flayer Dungeon Level 2  
Act 3  21   51    82   Swampy Pit Level 3  
Act 3  22   51    83   Flayer Dungeon Level 3  
Act 3  23   52    84   Sewers Level 1  
Act 3  24   53    85   Sewers Level 2  
Act 3  23   53    84   Ruined Temple (In Kurast Bazaar)  
Act 3  23   53    84   Disused Fane (In Kurast Bazaar)  
Act 3  23   53    84   Forgotten Reliquary (In Upper Kurast)   
Act 3  24   54    85   Forgotten Temple (In Upper Kurast)  
Act 3  24   54    85   Ruined Fane (In Kurast Causeway)  
Act 3  24   54    85   Disused Reliquary (In Kurast Causeway)   
Act 3  25   55    83   Durance of Hate Level 1  
Act 3  25   55    83   Durance of Hate Level 2  
Act 3  25   55    83   Durance of Hate Level 3  
Act 4  26   56    82   Outer Steppes  
Act 4  26   56    83   Plains of Despair  
Act 4  27   57    84   City of the Damned  
Act 4  27   57    85   River of Flame  
Act 4  28   58    85   Chaos Sanctum  
Act 5  24   58    80   Bloody Foothills  
Act 5  25   59    81   Rigid Highlands  
Act 5  26   60    81   Arreat Plateau  
Act 5  29   61    82   Crystalized Cavern Level 1 (Crystalline Passage)  
Act 5  29   61    83   Cellar of Pity (Frozen River)  
Act 5  29   61    83   Crystalized Cavern Level 2 (Glacial Trail)   
Act 5  29   61    84   Echo Chamber (Drifter Cavern)  
Act 5  27   60    81   Tundra Wastelands (Frozen Tundra)  
Act 5  29   62    82   Glacial Caves Level 1 (Ancient's Way)  
Act 5  29   62    83   Glacial Caves Level 2 (Icy Cellar)  
Act 5  37   68    87   Rocky Summit (Arreat Summit)  
Act 5  32   63    83   Nihlathak's Temple  
Act 5  33   63    83   Halls of Anguish  
Act 5  34   64    84   Halls of Death's Calling (Halls of Pain)  
Act 5  36   64    84   Halls of Vaught  
Act 5  39   60    81   Hell 1 (Abaddon)  
Act 5  39   61    82   Hell 2 (Pit of Acheron)  
Act 5  39   62    83   Hell 3 (Infernal Pit)  
Act 5  39   65    85   The Worldstone Keep Level 1  
Act 5  40   65    85   The Worldstone Keep Level 2  
Act 5  42   66    85   The Worldstone Keep Level 3  
Act 5  43   66    85   Throne of Destruction  
Act 5  43   66    85   The Worldstone Chamber

Walking/Running Speed [Originally Posted by Hammerman]

Basic Speed
Walking 4 yards/s
Running 6 yards/s

Formulae

FinalWalkSpeed = BaseWalkSpeed *(1 + skillFRW/100 + [itemFRW*150/(itemFRW + 150)]/100 + armourRed/100)

FinalRunSpeed = BaseRunSpeed+BaseWalkSpeed *(skillFRW/100 +[itemsFRW*150/(itemFRW+150)]/100 + armourRed/100)

BaseWalkSpeed – Value obtained from above table (4)
BaseRunSpeed – Value obtained from above table (6)
skillFRW – Faster Run/Walk from skills
itemFRW – Faster Run/Walk from items
armourRed – Total reduction (negative number) from armour and/or shield. (-5) for medium shields/armours, (-10) for heavy shields/armours.

The minimum cap on run/walk is 1 yard/s.

If FinalSpeed < 1
then FinalSpeed = 1

Yards by Resolution

Screen SizeVisible ScreenWidthHeight
640 x 480640 x 43213.3 yards18 yards
800 x 600800 x 55216.7 yards23 yards

So:

Resolution of 640 X 480 requires a distance of 11.19 Yards to reach the far corners of a screen.
Resolution of 800 X 600 requires a distance of 14.212 Yards to reach the far corners of a screen.

Command-Line Options [Originally Posted by Quest for Glory]

This is how you add commands:

1. Enter Ms Dos console. (it’s in your Accessories section on the start menu)
2. cd\blizzard\diablo ii (or wherever your diablo 2 folder is located)
3. edit d2.bat

When in editor, input this line:

start diablo ii.exe -w (or whatever your d2 is launched by)
4. save & exit Ms Dos console
5. in explorer, start the d2.bat file

You could alternatively try this command line:

start diablo ii.exe -w -ns -lq -res800

It will set your d2 to run in window mode, (-w), low quality (-lq), resolution 800×640 (-res800)
Useful for slower computers or if you are running multiple background tasks.

Known available commands are:

1.Video Options

-exp -expansion switch expansion mode
-w -window switch window mode
-glide -glide use glide video mode
-opengl -opengl use opengl video mode
-d3d -d3d use direct3d video mode
-rave -rave use rave graphics modes,might be Mac only.
-per -perspective turn Perspective mode on,available only
on full screen non-ddraw mode
-lq -lowquality decreases the quality of graphical aspects
of the game, therefore speeding up the game
-gamma -gamma set gamma to
-vsync -vsync might be turns visual syncronizing on
-fr -framerate set frame rate to

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