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<html>
<head>
   <meta http-equiv="Content-Type" content="text/html; charset=iso-8859-1">
   <meta name="Author" content="Trevin Beattie">
   <meta name="Description" content="Items in your character's .d2s file decoded">
   <meta name="Keywords" content="d2s, Diablo, v1.09, bit field, magic, item, format">
   <meta name="Classification" content="binary file format">
   <title>Diablo II v1.09 Magic Properties</title>
</head>
<body>

<h1 align=center>Diablo II Item Magical Properties</h1>

<h3 align=center>for Diablo II v1.09 and the Diablo II Expansion Set:
Lord of Destruction</h3>

<p align=center>Updated July 25, 2003<br>
<i><accessed> visitors since <accessed since></i></p>

<p>This page gives a detail of each magical property an item can
have.&nbsp; See the <a href="DiabloIIv1.09_Item_Format.shtml">Item
Format</a> page for a view of the complete item structure.</p>

<p>Following the item-specific data are a variable number of variable
length bit fields describing any magical enhancements placed on the
item.&nbsp; Each property begins with a 9-bit identifier.&nbsp; An
identifier of 0x1ff (all 1's) indicates the end of the property list
... except in the event the item belongs to a set, in which case there
will be another one or two groups of magical properties
following.&nbsp; I have yet to determine how the length of the list is
determined for set items.</p>

<p>To read a magical property, first look up its 9-bit ID in the first
column.&nbsp; The second column shows you how many bits to read to get
the value associated with that property (e.g., the amount of fire
resistance).&nbsp; The bias field, if present, tells you the amount to
subtract from that value to get the actual amount shown in the game;
for example, if the field for Extra Gold from Monsters has a value of
150, and the bias is 100, your property is 50% Extra Gold.&nbsp; A few
of the items require a little more math; these will be explained in
the Contents column.</p>

<p>Several magical properties have two or more data fields.&nbsp; Read
these in the order listed in the table.&nbsp; Each magical property ID
is associated with a fixed number and size of data fields.</p>

<table BORDER WIDTH="100%">
<tr>
<th WIDTH="10%">ID (9 bits)</th>
<th WIDTH="10%">Size of the Following Field</th>
<th WIDTH="5%">Bias</th>
<th>Contents</th>
</tr>

<tr>
<td align=center>0</td><td align=center>7</td><td align=center>32</td>
<td>+<i>X</i> to Strength</td>
</tr>

<tr>
<td align=center>1</td><td align=center>7</td><td align=center>32</td>
<td>+<i>X</i> to Energy</td>
</tr>

<tr>
<td align=center>2</td><td align=center>7</td><td align=center>32</td>
<td>+<i>X</i> to Dexterity</td>
</tr>

<tr>
<td align=center>3</td><td align=center>7</td><td align=center>32</td>
<td>+<i>X</i> to Vitality</td>
</tr>

<tr>
<td align=center>7</td><td align=center>8</td><td align=center>32</td>
<td>+<i>X</i> to Life</td>
</tr>

<tr>
<td align=center>9</td><td align=center>8</td><td align=center>32</td>
<td>+<i>X</i> to Mana</td>
</tr>

<tr>
<td align=center>11</td><td align=center>8</td><td align=center>32</td>
<td>+<i>X</i> to Maximum Stamina</td>
</tr>

<tr>
<td align=center>16</td><td align=center>9</td><td></td>
<td>+<i>X</i>% Enhanced Defense</td>
</tr>

<tr>
<td ROWSPAN="2" align=center>17</td><td align=center>9</td><td></td>
<td ROWSPAN="2"><div>+<i>X</i>% Enhanced Damage</div>
<div><i>Note: In all of the items I've examined, the two data fields have
the same value.</i></div>
<div><i>"Jesus on Bass" suggests that one data field enhances minimum
damage while the other field enhances maximum damage.&nbsp; I have
experimented and confirmed that the first field enhances your maximum
damage, and the second field enhances the minimum damage.</i></div></td>
</tr>
<tr><td align=center>9</td></tr>

<tr>
<td align=center>19</td><td align=center>10</td><td></td>
<td>+<i>X</i> to Attack Rating</td>
</tr>

<tr>
<td align=center>20</td><td align=center>6</td><td></td>
<td><i>X</i>% Increased Chance of Blocking</td>
</tr>

<tr>
<td align=center>21</td><td align=center>6</td><td></td>
<td>+<i>X</i> to Minimum Damage</td>
</tr>

<tr>
<td align=center>22</td><td align=center>7</td><td></td>
<td>+<i>X</i> to Maximum Damage</td>
</tr>

<tr>
<td align=center>23</td><td align=center>6</td><td></td>
<td>+<i>X</i> to Minimum Damage<br>
<i>Note: I've often, but not always, seen this property and 21
together, and only one copy shows up in the game.&nbsp; I'm not sure
what the difference is.</i></td>
</tr>

<tr>
<td align=center>24</td><td align=center>7</td><td></td>
<td>+<i>X</i> to Maximum Damage<br>
<i>Note: I've often, but not always, seen this property and 22
together, and only one copy shows up in the game.&nbsp; I'm not sure
what the difference is.</i></td>
</tr>

<tr>
<td align=center>27</td><td align=center>8</td><td></td>
<td>Regenerate Mana <i>X</i>%</td>
</tr>

<tr>
<td align=center>28</td><td align=center>8</td><td></td>
<td>Heal Stamina <i>X</i>%</td>
</tr>

<tr>
<td align=center>31</td><td align=center>10</td><td align=center>10</td>
<td>+<i>X</i> Defense</td>
</tr>

<tr>
<td align=center>32</td><td align=center>10</td><td align=center>10</td>
<td>+<i>X</i> Defense vs. Missile</td>
</tr>

<tr>
<td align=center>33</td><td align=center>10</td><td align=center>10</td>
<td>+<i>X</i> Defense vs. Melee</td>
</tr>

<tr>
<td align=center>34</td><td align=center>6</td><td></td>
<td>Damage Reduced by <i>X</i></td>
</tr>

<tr>
<td align=center>35</td><td align=center>6</td><td></td>
<td>Magic Damage Reduced by <i>X</i></td>
</tr>

<tr>
<td align=center>36</td><td align=center>8</td><td></td>
<td>Damage Reduced by <i>X</i>%</td>
</tr>

<tr>
<td align=center>37</td><td align=center>8</td><td></td>
<td>Magic Resist +<i>X</i>%</td>
</tr>

<tr>
<td align=center>38</td><td align=center>8</td><td></td>
<td>+<i>X</i>% to Maximum Magic Resist<br>
<i>A huge thanks goes to Gollen of Hungary for providing a table that
revealed this and many other codes in this table.</i></td>
</tr>

<tr>
<td align=center>39</td><td align=center>8</td><td></td>
<td>Fire Resist +<i>X</i>%</td>
</tr>

<tr>
<td align=center>40</td><td align=center>5</td><td></td>
<td>+<i>X</i>% to Maximum Fire Resist</td>
</tr>

<tr>
<td align=center>41</td><td align=center>8</td><td></td>
<td>Lightning Resist +<i>X</i>%</td>
</tr>

<tr>
<td align=center>42</td><td align=center>5</td><td></td>
<td>+<i>X</i>% to Maximum Lightning Resist</td>
</tr>

<tr>
<td align=center>43</td><td align=center>8</td><td></td>
<td>Cold Resist +<i>X</i>%</td>
</tr>

<tr>
<td align=center>44</td><td align=center>5</td><td></td>
<td>+<i>X</i>% to Maximum Cold Resist</td>
</tr>

<tr>
<td align=center>45</td><td align=center>8</td><td></td>
<td>Poison Resist +<i>X</i>%</td>
</tr>

<tr>
<td align=center>46</td><td align=center>5</td><td></td>
<td>+<i>X</i>% to Maximum Poison Resist</td>
</tr>

<tr>
<td ROWSPAN="2" align=center>48</td><td align=center>8</td><td></td>
<td ROWSPAN="2">Adds <i>X</i>-<i>Y</i> fire damage</td>
</tr>
<tr><td align=center>8</td></tr>

<tr>
<td ROWSPAN="2" align=center>50</td><td align=center>6</td><td></td>
<td ROWSPAN="2">Adds <i>X</i>-<i>Y</i> lightning damage</td>
</tr>
<tr><td align=center>9</td></tr>

<tr>
<td ROWSPAN="2" align=center>52</td><td align=center>6</td><td></td>
<td ROWSPAN="2">Adds <i>X</i>-<i>Y</i> magic damage<br>
<i>contributed by Clement Lau -- thanks!</i></td>
</tr>
<tr><td align=center>7</td></tr>

<tr>
<td ROWSPAN="3" align=center>54</td><td align=center>6</td><td></td>
<td ROWSPAN="2">Adds <i>X</i>-<i>Y</i> cold damage</td>
</tr>
<tr><td align=center>8</td></tr>
<tr><td align=center>8</td><td></td>
<td><i>This seems to be the duration of the cold/freeze effect.&nbsp;
Divide the value by 25 to get the number of seconds.</i></td>
</tr>

<tr>
<td ROWSPAN="3" align=center>57</td><td align=center>9</td><td></td>
<td ROWSPAN="3"><p>Adds <i>X</i>-<i>Y</i> poison damage over <i>Z</i>
seconds</p>
<p><i>This property is a tricky one to figure out.&nbsp; For the
mathematically inclined, the first two fields give the minimum and
maximum, respectively, of <sup>1</sup>/<sub>256</sub><sup>th</sup> of
a unit of damage every <sup>1</sup>/<sub>25</sub><sup>th</sup> of a
second.&nbsp; The third field gives the duration of the poison; you
divide by 25 to get the number of seconds.&nbsp; Therefore, to compute
the amount of damage shown in the game, multiply the first field by
the third and divide by 256.&nbsp; (Repeat with the second
field.)</p>
<p>For example, if the field values are 30, 60, and 75, you get
30*75/256=8, 60*75/256=17, and 75/25=3, so the displayed property is
"Adds 8-17 Poison Damage over 3 seconds".</i></p></td>
</tr>
<tr><td align=center>9</td></tr>
<tr><td align=center>8</td></tr>

<tr>
<td align=center>60</td><td align=center>7</td><td></td>
<td><i>X</i>% Life stolen per hit</td>
</tr>

<tr>
<td align=center>62</td><td align=center>7</td><td></td>
<td><i>X</i>% Mana stolen per hit</td>
</tr>

<tr>
<td align=center>73</td><td align=center>8</td><td align=center>30</td>
<td>+<i>X</i> Maximum Durability</td>
</tr>

<tr>
<td align=center>74</td><td align=center>6</td><td align=center>30</td>
<td>Replenish Life +<i>X</i></td>
</tr>

<tr>
<td align=center>75</td><td align=center>7</td><td align=center>20</td>
<td>Increase Maximum Durability <i>X</i>%</td>
</tr>

<tr>
<td align=center>76</td><td align=center>6</td><td align=center>10</td>
<td>Increase Maximum Life <i>X</i>%</td>
</tr>

<tr>
<td align=center>77</td><td align=center>6</td><td align=center>10</td>
<td>Increase Maximum Mana <i>X</i>%</td>
</tr>

<tr>
<td align=center>78</td><td align=center>7</td><td></td>
<td>Attacker Takes Damage of <i>X</i></td>
</tr>

<tr>
<td align=center>79</td><td align=center>9</td><td align=center>100</td>
<td><i>X</i>% Extra Gold from Monsters</td>
</tr>

<tr>
<td align=center>80</td><td align=center>8</td><td align=center>100</td>
<td><i>X</i>% Better Chance of Getting Magic Items</td>
</tr>

<tr>
<td align=center>81</td><td align=center>7</td><td></td>
<td>Knockback<br>
<i>I have no idea what the data field is used for.</i></td>
</tr>

<tr>
<td align=center>83</td><td align=center>3</td><td></td>
<td>+<i>X</i> to Amazon Skill Levels</td>
</tr>

<tr>
<td align=center>84</td><td align=center>3</td><td></td>
<td>+<i>X</i> to Paladin Skill Levels</td>
</tr>

<tr>
<td align=center>85</td><td align=center>3</td><td></td>
<td>+<i>X</i> to Necromancer Skill Levels</td>
</tr>

<tr>
<td align=center>86</td><td align=center>3</td><td></td>
<td>+<i>X</i> to Sorceress Skill Levels</td>
</tr>

<tr>
<td align=center>87</td><td align=center>3</td><td></td>
<td>+<i>X</i> to Barbarian Skill Levels</td>
</tr>

<tr>
<td align=center>89</td><td align=center>4</td><td align=center>4</td>
<td>+<i>X</i> to Light Radius</td>
</tr>

<tr>
<td align=center>90</td><td align=center>5</td><td></td>
<td><i>This property is not displayed on the item, but its effect is
to alter the color of the ambient light.  The possible colors are:
<table border align=center cellspacing=0>
<tr><th>Code</th><th>Color</th><th>Code</th><th>Color</th>
<th>Code</th><th>Color</th><th>Code</th><th>Color</th></tr>
<tr><td align=center>0</td><td>White</td>
<td align=center>1</td><td>Light Grey</td>
<td align=center>2</td><td>Dark Grey</td>
<td align=center>3</td><td>Black</td>
<tr><td></td><td></td><td align=center>4</td><td>Light Blue</td>
<td align=center>5</td><td>Dark Blue</td>
<td align=center>6</td><td>Crystal Blue</td></tr>
<tr><td></td><td></td><td align=center>7</td><td>Light Red</td>
<td align=center>8</td><td>Dark Red</td>
<td align=center>9</td><td>Crystal Red</td></tr>
<tr><td></td><td></td><td align=center>10</td><td>Light Green</td>
<td align=center>11</td><td>Dark Green</td>
<td align=center>12</td><td>Crystal Green</td></tr>
<tr><td></td><td></td><td align=center>13</td><td>Light Yellow</td>
<td align=center>14</td><td>Dark Yellow</td></tr>
<tr><td></td><td></td><td align=center>15</td><td>Light Gold</td>
<td align=center>16</td><td>Dark Gold</td></tr>
<tr><td></td><td></td><td align=center>17</td><td>Light Purple</td>
<td align=center>18</td><td>Dark Purple</td></tr>
<tr><td></td><td><td></td><td><td align=center>19</td><td>Orange</td></tr>
<tr><td></td><td><td align=center>20</td><td>Bright White</td></tr>
</table>
</td>
</tr>

<tr>
<td align=center>91</td><td align=center>8</td><td align=center>100</td>
<td>Requirements -<i>X</i>%<br>
<i>Note that after subtracting the bias, <i>X</i> is (usually) a
negative number.</i></td>
</tr>

<tr>
<td align=center>93</td><td align=center>7</td><td align=center>20</td>
<td><i>X</i>% Increased Attack Speed</td>
</tr>

<tr>
<td align=center>96</td><td align=center>7</td><td align=center>20</td>
<td><i>X</i>% Faster Run/Walk</td>
</tr>

<tr>
<td align=center>99</td><td align=center>7</td><td align=center>20</td>
<td><i>X</i>% Faster Hit Recovery</td>
</tr>

<tr>
<td align=center>102</td><td align=center>7</td><td align=center>20</td>
<td><i>X</i>% Faster Block Rate</td>
</tr>

<tr>
<td align=center>105</td><td align=center>7</td><td align=center>20</td>
<td><i>X</i>% Faster Cast Rate</td>
</tr>


<tr>
<td ROWSPAN="2" align=center>107,<br>108,<br>109,<br>181,<br>182,
<br>183,<br>184,<br>185,<br>186,<br>187</td>
<td align=center>9</td><td></td>
<td ROWSPAN="2">+<i>Y</i> to <i>spell X</i> (<i>character class</i>
Only)<br>
This property is usually applied to class-specific items found in the
Expansion Set.  The first value selects the skill; there are too many
to list here, but I may provide them on another table if people ask
nicely.  The second value determines how many additional skill points
are given.<br>
<i>Note that these three properties are all the same.&nbsp; I presume
different ID's are used because you can have up to three of these (ten
in an Expansion Set game), but no two properties for an item may have
the same ID.</td>
</tr>
<tr><td align=center>5</td></tr>

<tr>
<td align=center>110</td><td align=center>8</td><td align=center>20</td>
<td>Poison Length Reduced by <i>X</i>%</td>
</tr>

<tr>
<td align=center>111</td><td align=center>7</td><td align=center>20</td>
<td>Damage +<i>X</i></td>
</tr>

<tr>
<td align=center>112</td><td align=center>7</td><td></td>
<td>Hit Causes Monster to Flee <i>X</i>%</td>
</tr>

<tr>
<td align=center>113</td><td align=center>7</td><td></td>
<td>Hit Blinds Target +<i>X</i></td>
</tr>

<tr>
<td align=center>114</td><td align=center>6</td><td></td>
<td><i>X</i>% Damage Taken Goes to Mana</td>
</tr>

<tr>
<td align=center>115</td><td align=center>1</td><td></td>
<td>Ignore Target Defense<br>
<i>The value of the data field is always 1.</i></td>
</tr>

<tr>
<td align=center>116</td><td align=center>7</td><td></td>
<td><i>X</i>% Target Defense</td>
</tr>

<tr>
<td align=center>117</td><td align=center>7</td><td></td>
<td>Prevent Monster Heal<br>
<i>The value of the data field is 1; I don't know if it means
anything.</i></td>
</tr>

<tr>
<td align=center>118</td><td align=center>1</td><td></td>
<td>Half Freeze Duration<br>
<i>The value of the data field is always 1.</i></td>
</tr>

<tr>
<td align=center>119</td><td align=center>9</td><td align=center>20</td>
<td><i>X</i>% Bonus to Attack Rating</td>
</tr>

<tr>
<td align=center>120</td><td align=center>7</td><td align=center>128</td>
<td><i>X</i> to Monster Defense Per Hit</td>
</tr>

<tr>
<td align=center>121</td><td align=center>9</td><td align=center>20</td>
<td>+<i>X</i>% Damage to Demons</td>
</tr>

<tr>
<td align=center>122</td><td align=center>9</td><td align=center>20</td>
<td>+<i>X</i>% Damage to Undead<br>
<i>Note that many types of weapon have a certain amount of this
property inherent in the weapon class, usually with values of 50% or
150%.&nbsp; This property is added on top of the weapon's base Damage
to Undead.  For example, a flail may have a base rating of 50% Damage
to Undead.  If this magic property is added to it with a value of 121,
then the displayed value is 121-20+50=151%.</i></td>
</tr>

<tr>
<td align=center>123</td><td align=center>10</td><td align=center>128</td>
<td>+<i>X</i> to Attack Rating against Demons</td>
</tr>

<tr>
<td align=center>124</td><td align=center>10</td><td align=center>128</td>
<td>+<i>X</i> to Attack Rating against Undead</td>
</tr>

<tr>
<td align=center>126</td><td align=center>4</td><td></td>
<td>+<i>X</i> to Fire Skills</td>
</tr>

<tr>
<td align=center>127</td><td align=center>3</td><td></td>
<td>+<i>X</i> to All Skill Levels</td>
</tr>

<tr>
<td align=center>128</td><td align=center>5</td><td></td>
<td>Attacker Takes Lightning Damage of <i>X</i></td>
</tr>

<tr>
<td align=center>134</td><td align=center>5</td><td></td>
<td>Freezes Target</td>
</tr>

<tr>
<td align=center>135</td><td align=center>7</td><td></td>
<td><i>X</i>% Chance of Open Wounds</td>
</tr>

<tr>
<td align=center>136</td><td align=center>7</td><td></td>
<td><i>X</i>% Chance of Crushing Blow</td>
</tr>

<tr>
<td align=center>137</td><td align=center>7</td><td></td>
<td>+<i>X</i> Kick Damage</td>
</tr>

<tr>
<td align=center>138</td><td align=center>7</td><td></td>
<td>+<i>X</i> to Mana After Each Kill</td>
</tr>

<tr>
<td align=center>139</td><td align=center>7</td><td></td>
<td>+<i>X</i> Life after each Demon Kill</td>
</tr>

<tr>
<td align=center>140</td><td align=center>7</td><td></td>
<td><i>Unknown.&nbsp; This property actually doesn't show up in the
item's description.&nbsp; Found it on the Swordback Hold Spiked
Shield.</i></td>
</tr>

<tr>
<td align=center>141</td><td align=center>7</td><td></td>
<td><i>X</i>% Deadly Strike</td>
</tr>

<tr>
<td align=center>142</td><td align=center>7</td><td></td>
<td>Fire Absorb <i>X</i>%<br>
<i>A huge thanks goes to Gollen of Hungary for providing a table that
revealed this and many other codes in this table.</i></td>
</tr>

<tr>
<td align=center>143</td><td align=center>7</td><td></td>
<td><i>X</i> Fire Absorb</td>
</tr>

<tr>
<td align=center>144</td><td align=center>7</td><td></td>
<td>Lightning Absorb <i>X</i>%</td>
</tr>

<tr>
<td align=center>145</td><td align=center>7</td><td></td>
<td><i>X</i> Lightning Absorb</td>
</tr>

<tr>
<td align=center>146</td><td align=center>7</td><td></td>
<td>Magic Absorb <i>X</i>%</td>
</tr>

<tr>
<td align=center>147</td><td align=center>7</td><td></td>
<td><i>X</i> Magic Absorb</td>
</tr>

<tr>
<td align=center>148</td><td align=center>7</td><td></td>
<td>Cold Absorb <i>X</i>%</td>
</tr>

<tr>
<td align=center>149</td><td align=center>7</td><td></td>
<td><i>X</i> Cold Absorb</td>
</tr>

<tr>
<td align=center>150</td><td align=center>7</td><td></td>
<td>Slows Target by <i>X</i>%</td>
</tr>

<tr>
<td align=center>151</td><td align=center>7</td><td></td>
<td>Blessed Aim</td>
</tr>

<tr>
<td align=center>152</td><td align=center>7</td><td></td>
<td>Defiance</td>
</tr>

<tr>
<td align=center>153</td><td align=center>1</td><td></td>
<td>Cannot Be Frozen</td>
</tr>

<tr>
<td align=center>154</td><td align=center>7</td><td></td>
<td><i>X</i>% Slower Stamina Drain</td>
</tr>

<tr>
<td align=center>155</td><td align=center>7</td><td></td>
<td><i>X</i>% Chance to Reanimate Target</td>
</tr>

<tr>
<td align=center>156</td><td align=center>7</td><td></td>
<td>Piercing Attack</td>
</tr>

<tr>
<td align=center>157</td><td align=center>7</td><td></td>
<td>Fires Magic Arrows<br>
<i>contributed by Chris Moore -- thanks!</i></td>
</tr>

<tr>
<td align=center>158</td><td align=center>7</td><td></td>
<td>Fires Explosive Arrows or Bolts</td>
</tr>

<tr>
<td align=center>159</td><td align=center>6</td><td></td>
<td>+<i>X</i> to Minimum Damage<br>
<i>I've never seen this by itself; it's always been accompanied by
properties 21 and 23.</i></td>
</tr>

<tr>
<td align=center>160</td><td align=center>7</td><td></td>
<td>+<i>X</i> to Maximum Damage<br>
<i>I've never seen this by itself; it's always been accompanied by
properties 22 and 24.</i></td>
</tr>

<tr>
<td align=center>179</td><td align=center>3</td><td></td>
<td>+<i>X</i> to Druid Skill Levels</td>
</tr>

<tr>
<td align=center>180</td><td align=center>3</td><td></td>
<td>+<i>X</i> to Assassin Skill Levels</td>
</tr>

<tr>
<td ROWSPAN="2" align=center>188,<br>189,<br>190,<br>191,<br>192,<br>193</td>
<td align=center>5</td><td></td>
<td ROWSPAN="2">+<i>Y</i> to <i>skill set X</i> Skills
(<i>character class</i> Only)<br>
Skill sets are as follows:
<table border align=center cellspacing=0>
<tr><th>Class</th><th>Code</th><th>Skill Set</th>
<th>Code</th><th>Skill Set</th><th>Code</th><th>Skill Set</th></tr>
<tr><td align=center>Amazon</td><td align=center>0</td><td>Bow and Crossbow Skills</td>
<td align=center>1</td><td>Passive and Magic Skills</td>
<td align=center>2</td><td>Javelin and Spear Skills</td></tr>
<tr><td align=center>Sorceress</td><td align=center>3</td><td>Fire Spells</td>
<td align=center>4</td><td>Lightning Spells</td>
<td align=center>5</td><td>Cold Spells</td></tr>
<tr><td align=center>Necromancer</td><td align=center>6</td><td>Poison and Bone Spells</td>
<td align=center>7</td><td>Summoning Spells</td>
<td align=center>8</td><td>Curses</td></tr>
<tr><td align=center>Paladin</td><td align=center>9</td><td>Combat Skills</td>
<td align=center>10</td><td>Offensive Auras</td>
<td align=center>11</td><td>Defensive Auras</td></tr>
<tr><td align=center>Barbarian</td><td align=center>12</td><td>Combat Skills</td>
<td align=center>13</td><td>Combat Masteries</td>
<td align=center>14</td><td>Warcries</td></tr>
<tr><td align=center>Druid</td><td align=center>15</td><td>Summoning</td>
<td align=center>16</td><td>Shape Shifting</td>
<td align=center>17</td><td>Elemental</td></tr>
<tr><td align=center>Assassin</td><td align=center>18</td><td>Traps</td>
<td align=center>19</td><td>Shadow Disciplines</td>
<td align=center>20</td><td>Martial Arts</td></tr>
</table>
</td>
</tr>
<tr><td align=center>5</td></tr>

<tr>
<td align=center>194</td><td align=center>4</td><td></td>
<td><i>Adds </i>X<i> extra sockets to the item.<br>This is simply
added to the item's <a
href="DiabloIIv1.09_Item_Format.shtml#sockets">natural number of
sockets</a>.  It has no effect if the item is not already socketed.
This property may allow an item to have more sockets than the maximum
normally permitted on the item.</i><br>
<b>Warning:</b> <i>If you give an item too many sockets, you run the
risk of being unable to load the character with strange
errors!  And even if the game does load successfully, it could crash
when you add too many gems to the item!</i></td>
</tr>

<tr>
<td ROWSPAN="3" align=center>195,<br>196,<br>197</td>
<td align=center>9</td><td></td>
<td ROWSPAN="3"><i>Z</i>% Chance to cast level <i>Y</i> <i>spell X</i>
on attack<br>
The first value selects the spell, which coincidentally matches the
class skills as used in property #107 above.</td>
</tr>
<tr><td align=center>5</td></tr>
<tr><td align=center>7</td></tr>

<tr>
<td ROWSPAN="3" align=center>198,<br>199,<br>200</td>
<td align=center>9</td><td></td>
<td ROWSPAN="3"><i>Z</i>% Chance to cast level <i>Y</i> <i>spell X</i>
on striking<br>
The first value selects the spell, which coincidentally matches the
class skills as used in property #107 above.</td>
</tr>
<tr><td align=center>5</td></tr>
<tr><td align=center>7</td></tr>

<tr>
<td ROWSPAN="3" align=center>201,<br>202,<br>203</td>
<td align=center>9</td><td></td>
<td ROWSPAN="3"><i>Z</i>% Chance to cast level <i>Y</i> <i>spell X</i>
when struck<br>
The first value selects the spell, which coincidentally matches the
class skills as used in property #107 above.</td>
</tr>
<tr><td align=center>5</td></tr>
<tr><td align=center>7</td></tr>

<tr>
<td ROWSPAN="4" align=center>204,<br>205,<br>206,<br>207,<br>208,
<br>209,<br>210,<br>211,<br>212,<br>213</td>
<td align=center>9</td><td></td>
<td ROWSPAN="4">level <i>X</i> <i>spell W</i> (<i>Y</i>/<i>Z</i>
Charges)<br>
The first value selects the spell, which coincidentally matches the
class skills as used in property #107 above.&nbsp; The second value
selects the level, the third gives the number of charges remaining in
the item, and the last is the total number of charges the item started
with.  This property is usually applied to rings or amulets.</td>
</tr>
<tr><td align=center>5</td></tr>
<tr><td align=center>8</td></tr>
<tr><td align=center>8</td></tr>

<tr><td></td><td colspan=2 align=right><b><i>Note:</i></b></td>
<td>Unless otherwise noted, all values Based on Character Level
are stored in eighths, so take the number, divide by 8, multiply by
the character level, and round down to get the result.</td>
</tr>

<tr>
<td align=center>214</td><td align=center>6</td><td></td>
<td>+<i>X</i> to Defense (Based on Character Level)</td>
</tr>

<tr>
<td align=center>215</td><td align=center>6</td><td></td>
<td><i>X</i>% Enhanced Defense (Based on Character Level)</td>
</tr>

<tr>
<td align=center>216</td><td align=center>6</td><td></td>
<td>+<i>X</i> to Life (Based on Character Level)</td>
</tr>

<tr>
<td align=center>217</td><td align=center>6</td><td></td>
<td>+<i>X</i> to Mana (Based on Character Level)</td>
</tr>

<tr>
<td align=center>218</td><td align=center>6</td><td></td>
<td>+<i>X</i> to Maximum Damage (Based on Character Level)</td>
</tr>

<tr>
<td align=center>219</td><td align=center>6</td><td></td>
<td><i>X</i>% Enhanced Maximum Damage (Based on Character Level)<br>
<i>A huge thanks goes to Gollen of Hungary for providing a table that
revealed this and many other codes in this table.</i></td>
</tr>

<tr>
<td align=center>220</td><td align=center>6</td><td></td>
<td>+<i>X</i> to Strength (Based on Character Level)</td>
</tr>

<tr>
<td align=center>221</td><td align=center>6</td><td></td>
<td>+<i>X</i> to Dexterity (Based on Character Level)</td>
</tr>

<tr>
<td align=center>222</td><td align=center>6</td><td></td>
<td>+<i>X</i> to Energy (Based on Character Level)</td>
</tr>

<tr>
<td align=center>223</td><td align=center>6</td><td></td>
<td>+<i>X</i> to Vitality (Based on Character Level)</td>
</tr>

<tr>
<td align=center>224</td><td align=center>6</td><td></td>
<td>+<i>X</i> to Attack Rating (Based on Character Level)<br>
This value is in halves, so take the number, divide by 2, multiply by
the character level, and round down to get the attack rating.</td>
</tr>

<tr>
<td align=center>225</td><td align=center>6</td><td></td>
<td><i>X</i>% Bonus to Attack Rating (Based on Character Level)<br>
This value is in halves, so take the number, divide by 2, multiply by
the character level, and round down to get the attack rating bonus.</td>
</tr>

<tr>
<td align=center>226</td><td align=center>6</td><td></td>
<td>+<i>X</i> Cold Damage (Based on Character Level)</td>
</tr>

<tr>
<td align=center>227</td><td align=center>6</td><td></td>
<td>+<i>X</i> Fire Damage (Based on Character Level)</td>
</tr>

<tr>
<td align=center>228</td><td align=center>6</td><td></td>
<td>+<i>X</i> Lightning Damage (Based on Character Level)</td>
</tr>

<tr>
<td align=center>229</td><td align=center>6</td><td></td>
<td>+<i>X</i> Poison Damage (Based on Character Level)</td>
</tr>

<tr>
<td align=center>230</td><td align=center>6</td><td></td>
<td>Cold Resist +<i>X</i>% (Based on Character Level)</td>
</tr>

<tr>
<td align=center>231</td><td align=center>6</td><td></td>
<td>Fire Resist +<i>X</i>% (Based on Character Level)</td>
</tr>

<tr>
<td align=center>232</td><td align=center>6</td><td></td>
<td>Lightning Resist +<i>X</i>% (Based on Character Level)</td>
</tr>

<tr>
<td align=center>233</td><td align=center>6</td><td></td>
<td>Poison Resist +<i>X</i>% (Based on Character Level)</td>
</tr>

<tr> <td align=center>234</td><td align=center>6</td><td></td>
<td>+<i>X</i> Cold Absorb (Based on Character Level)</td>
</tr>

<tr>
<td align=center>235</td><td align=center>6</td><td></td>
<td>+<i>X</i> Fire Absorb (Based on Character Level)</td>
</tr>

<tr>
<td align=center>236</td><td align=center>6</td><td></td>
<td>+<i>X</i> Lightning Absorb (Based on Character Level)</td>
</tr>

<tr>
<td align=center>237</td><td align=center>6</td><td></td>
<td><i>X</i> Poison Absorb (Based on Character Level)</td>
</tr>

<tr><td></td><td colspan=2 align=right><b><i>Note:</i></b></td>
<td>Unless otherwise noted, all values Based on Character Level
are stored in eighths, so take the number, divide by 8, multiply by
the character level, and round down to get the result.</td>
</tr>

<tr>
<td align=center>238</td><td align=center>6</td><td></td>
<td>Attacker Takes Damage of <i>X</i> (Based on Character Level)</td>
</tr>

<tr>
<td align=center>239</td><td align=center>6</td><td></td>
<td><i>X</i>% Extra Gold from Monsters (Based on Character Level)</td>
</tr>

<tr>
<td align=center>240</td><td align=center>6</td><td></td>
<td><i>X</i>% Better Chance of Getting Magic Items (Based on Character
Level)</td>
</tr>

<tr>
<td align=center>241</td><td align=center>6</td><td></td>
<td>Heal Stamina Plus <i>X</i>% (Based on Character Level)</td>
</tr>

<tr>
<td align=center>243</td><td align=center>6</td><td></td>
<td><i>X</i>% Damage to Demons (Based on Character Level)</td>
</tr>

<tr>
<td align=center>244</td><td align=center>6</td><td></td>
<td><i>X</i>% Damage to Undead (Based on Character Level)</td>
</tr>

<tr>
<td align=center>245</td><td align=center>6</td><td></td>
<td>+<i>X</i> to Attack Rating against Demons (Based on Character
Level)</td>
</tr>

<tr>
<td align=center>246</td><td align=center>6</td><td></td>
<td>+<i>X</i> to Attack Rating against Undead (Based on Character
Level)</td>
</tr>

<tr>
<td align=center>247</td><td align=center>6</td><td></td>
<td><i>X</i>% Chance of Crushing Blow (Based on Character Level)</td>
</tr>

<tr>
<td align=center>248</td><td align=center>6</td><td></td>
<td><i>X</i>% Chance of Open Wounds (Based on Character Level)</td>
</tr>

<tr>
<td align=center>249</td><td align=center>6</td><td></td>
<td>+<i>X</i> Kick Damage (Based on Character Level)</td>
</tr>

<tr>
<td align=center>250</td><td align=center>6</td><td></td>
<td><i>X</i>% to  Deadly Strike (Based on Character Level)<br>
<i>contributed by Chris Moore</i></td>
</tr>

<tr>
<td align=center>252</td><td align=center>5</td><td></td>
<td>Repairs 1 durability in <i>X</i> seconds<br>
The value of the data field is not actually a time period, but a
frequency in terms of the number of times durability is repaired over
a period of 100 seconds.  For example, if the value is 5, then this
property repairs 1 durability in 100/5=20 seconds.</td>
</tr>

<tr>
<td align=center>253</td><td align=center>5</td><td></td>
<td>Replenishes Quantity<br>
As in the previous property, the value of the data field is a
frequency in terms of the number of items replenished over a period of
100 seconds.  For example, if the value is 4, then this property
replenishes 1 item in 100/4=25 seconds.</td>
</tr>

<tr>
<td align=center>254</td><td align=center>8</td><td></td>
<td>Increased Stack Size<br>
The value is the number of additional items that can be placed on the
stack (beyond the base limit).</td>
</tr>

<tr>
<td rowspan=3 align=center>268<br>through<br>303</td>
<td align=center>2</td><td rowspan=3><b><i>Note:</i></b></td>
<td rowspan=3>This range of magic properties change value depending on
the time of day in the game.  The format of the bit fields is the same
in all cases.  The first 2-bit field specifies the time of day when
the value is at its maximum:<br>
<table align=center cellspacing=0>
<tr><td width="5%">0</td><td width="40%">During Daytime</td><td width="10%"></td>
<td width="5%">1</td><td width="40%">Near Dusk</td></tr>
<tr><td>2</td><td>During Nighttime</td><td></td>
<td>3</td><td>Near Dawn</td></tr>
</table>
The second and third fields are, respectively, the minimum and maximum
values of the property.  It has the maximum value at the time
specified, the minimum value at the opposite time, and a value halfway
between minimum and maximum during the in-between times.<br>
<i>A huge thanks goes to Gollen of Hungary for providing a table that
revealed these and many other codes in this table.</i></tr>
<tr><td align=center>10</td></tr>
<tr><td align=center>10</td></tr>

<tr>
<td align=center>268</td><td align=center>2, 10, 10</td><td></td>
<td>+<i>X</i> Defense (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>269</td><td align=center>2, 10, 10</td><td></td>
<td><i>X</i>% Enhanced Defense (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>270</td><td align=center>2, 10, 10</td><td></td>
<td>+<i>X</i> to Life (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>271</td><td align=center>2, 10, 10</td><td></td>
<td>+<i>X</i> to Mana (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>272</td><td align=center>2, 10, 10</td><td></td>
<td>+<i>X</i> to Damage (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>273</td><td align=center>2, 10, 10</td><td></td>
<td><i>X</i>% Enhanced Damage (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>274</td><td align=center>2, 10, 10</td><td></td>
<td>+<i>X</i> to Strength (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>275</td><td align=center>2, 10, 10</td><td></td>
<td>+<i>X</i> to Dexterity (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>276</td><td align=center>2, 10, 10</td><td></td>
<td>+<i>X</i> to Energy (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>277</td><td align=center>2, 10, 10</td><td></td>
<td>+<i>X</i> to Vitality (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>278</td><td align=center>2, 10, 10</td><td></td>
<td><i>X</i>% Enhanced Attack Rating (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>279</td><td align=center>2, 10, 10</td><td></td>
<td>+<i>X</i> to Attack Rating (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>280</td><td align=center>2, 10, 10</td><td></td>
<td>+<i>X</i> Cold Damage (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>281</td><td align=center>2, 10, 10</td><td></td>
<td>+<i>X</i> Fire Damage (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>282</td><td align=center>2, 10, 10</td><td></td>
<td>+<i>X</i> Lightning Damage (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>283</td><td align=center>2, 10, 10</td><td></td>
<td>+<i>X</i> Poison Damage (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>284</td><td align=center>2, 10, 10</td><td></td>
<td><i>X</i>% Cold Resist (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>285</td><td align=center>2, 10, 10</td><td></td>
<td><i>X</i>% Fire Resist (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>286</td><td align=center>2, 10, 10</td><td></td>
<td><i>X</i>% Lightning Resist (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>287</td><td align=center>2, 10, 10</td><td></td>
<td><i>X</i>% Poison Resist (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>288</td><td align=center>2, 10, 10</td><td></td>
<td>+<i>X</i> Cold Absorb (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>289</td><td align=center>2, 10, 10</td><td></td>
<td>+<i>X</i> Fire Absorb (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>290</td><td align=center>2, 10, 10</td><td></td>
<td>+<i>X</i> Lightning Absorb (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>291</td><td align=center>2, 10, 10</td><td></td>
<td>+<i>X</i> Poison Absorb (Increases <i>by time</i>)</td>
</tr>

<tr>
<td></td><td align=center>2</td>
<td rowspan=3 align=right><b><i>Note:</i></b></td>
<td rowspan=3>All <i>by Time</i> magic properties change value depending on
the time of day in the game.  The format of the bit fields is the same
in all cases.  The first 2-bit field specifies the time of day when
the value is at its maximum:<br>
<table align=center cellspacing=0>
<tr><td width="5%">0</td><td width="40%">During Daytime</td><td width="10%"></td>
<td width="5%">1</td><td width="40%">Near Dusk</td></tr>
<tr><td>2</td><td>During Nighttime</td><td></td>
<td>3</td><td>Near Dawn</td></tr>
</table>
The second and third fields are, respectively, the minimum and maximum
values of the property.  It has the maximum value at the time
specified, the minimum value at the opposite time, and a value halfway
between minimum and maximum during the in-between times.</tr>
<tr><td></td><td align=center>10</td></tr>
<tr><td></td><td align=center>10</td></tr>

<tr>
<td align=center>292</td><td align=center>2, 10, 10</td><td></td>
<td><i>X</i>% Extra Gold from Monsters (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>293</td><td align=center>2, 10, 10</td><td></td>
<td><i>X</i>% Better Chance of Getting Magic Items (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>294</td><td align=center>2, 10, 10</td><td></td>
<td>Heal Stamina Plus <i>X</i>% (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>295</td><td align=center>2, 10, 10</td><td></td>
<td>+<i>X</i> to Stamina (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>296</td><td align=center>2, 10, 10</td><td></td>
<td><i>X</i>% Damage to Demons (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>297</td><td align=center>2, 10, 10</td><td></td>
<td><i>X</i>% Damage to Undead (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>298</td><td align=center>2, 10, 10</td><td></td>
<td>+<i>X</i> to Attack Rating against Demons (Increases <i>by
time</i>)</td>
</tr>

<tr>
<td align=center>299</td><td align=center>2, 10, 10</td><td></td>
<td>+<i>X</i> to Attack Rating against Undead (Increases <i>by
time</i>)</td>
</tr>

<tr>
<td align=center>300</td><td align=center>2, 10, 10</td><td></td>
<td><i>X</i>% Chance of Crushing Blow (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>301</td><td align=center>2, 10, 10</td><td></td>
<td><i>X</i>% Chance of Open Wounds (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>302</td><td align=center>2, 10, 10</td><td></td>
<td>+<i>X</i> Kick Damage (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>303</td><td align=center>2, 10, 10</td><td></td>
<td><i>X</i>% Deadly Strike (Increases <i>by time</i>)</td>
</tr>

<tr>
<td align=center>511<br>(0x1ff)</td><td align=center>0</td><td></td>
<td>End of the (current) property list.  If this is a set item, more
property lists may follow; otherwise the last byte of item data is
zero-padded.</td>
</tr>

</table>

<hr>

<p><i>Please send any additions or corrections to me using my
<a href="mail.html">web-based mail form</a>.</i></p>

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