A refined filter with several tiers (Relaxed, Medium, Strict, and ShowRecipes) designed for beginners and veterans alike. Every level is tailored to ensure anything of use always shows based on your class and progress. Useful info about items is in descriptions: Defense range, weapon speed/range, max sockets, runewords, and if an item is of high value. All runes and uniques notify on drop. Valuable items are made easy to see and pick up. Sockets, superior ED %, and staffmods show in item names. Crafting bases are marked/notified. Detailed recipes, runewords, and crafting info is available by switching to the ShowRecipes filter level.
This filter is less strict than most and has all the usual improvements, so it's ideal for new players. It's also great for experienced players who like the simple aesthetic of the original game. Multiple strictness levels are available to help the filter better match your preferences.
Has an ring & amulet pts system to show value. Levels that cover season reset to End Game loot filter. Shows many important stats when the item is on the ground. Utilizes the filter levels functionality. Has helpful hints to new to PD2 players on what to do. Has LLD tags to know what is valuable to the LLD community. Has LLD specific Rung Amulet and Jewel pts grading system. See the readme for many more features!
Updated for Season 8. Highlights good items in bright colors and adds design elements to names. Shows crafting recipes on magic/rare items and maps. Reveals names of most uniques and sets unidentified.
- Highly stylized, visually polished loot filter with customizable strictness; Valuable items and high runes display and notify with a splash of color on the screen; Distinct intuitive symbols for maps, charms, runes, gems, jewels, potions, and more! - Features four different tiers of filter levels (excellent for ladder resets, midgame leveling/farming, as well as endgame mapping); Players have the ability to select what kind of potions to show or hide on demand (e.g. choose a filter level subtier to hide H5, M5, or Rejuvenation potions) - For more information, check out my GitHub or message on Discord: Erazure#5126
When you visit my github, you can see updated Information. If you have any other idea for filter, let me know that by discord and reddit. Thanks <Normal1:Recommended/Base filter> <Normal2/4:Different Color&Symbol> <Normal3:Different Filter level>.
Always updated for the newest season! Multiple versions to fit any style - Detailed/Revealed/Compact for less strict, Wolfie for stricter, BT for strictest. Shows/pings all Sets, Uniques, Runes, etc. Join my Discord for questions or more info!
Clean and informative lootfilter, focused on attribute and item management notes (socket counts, weapon speed, cube recipes, automod/staffmod rolls, runeword recipes, etc.). Runeword recipes are divided into Filter Levels and displayed on all normal bases with sockets. Most high value items will trigger notifications.
PD2 All-Purpose Early-Late Game Filter Focuses on Updated Item Tiering + Map Tiering/Immunities + Highlights Jewels and Other Items for GG Stats. Includes all Crafting/Socket Bases you'll ever need! Low Overall Strictness! Filters out the garbage though!
S4 Ready A heavily modified version of Wolfie's "Wolfie" filter tailored to be filled with features including some which are absent from many others (like telling you the set name next to the set drop). My philosophy is to be slightly strict and to keep somewhat vanilla looking item names with few exceptions (I make sure to have rare and valuable items stand out). Please give me feedback and comments on discord through DMs or the #lootfilter channel.
This Loot Filter uses Kryszard's PD2 Loot-Filter for most of it's filter rules. Most changes allow for a briefer appearance of basic items to present a unified look. Full details with screenshots at the github.com repository. Contact me via reddit.com here
It is a filter based on the code "Kryszard's PD2 Loot Filter". The main changes are aesthetic elements, but there are a few changes added from me. From the beginning of the game to END GAME, items that we do not need or are of little value are removed. All MAGIC and RARE items should be and identified to check if they are worth to the trader. In addition, the filter code can be easily changed by yourself.
Pretty strict end-game loot filter. Based loosely on Kryszard's filter with a lot of changes. Hides all normal and exceptional stuff, only shows top-end elite items. Shows all set/unique items but only alerts on exceptional/elite versions. Hides tons of garbage. Only shows full rejuvs/super potions. Heavily commented for clarity. Work in progress, check back frequently for updates.
My late game filter i updated on fly. No leveling rules. Good as reference if you want to write your own filter. Filter has been updated to be less hostile. Make sure you check for sets, bases, magic and rares. It's not recommended to use it without checking :) (fix all res on paladin shields, show light elite chests (0,3,4 os) 10+ed, show all eth chests (0,3,4 os) 5+ed) Thanks to WolfieeifloW.
A basic filter that hides clutter and shows item info at a glance, not much customization, just some QOL :) Definitely not for everyone but I thought I'd share.
具有多个条件的规则可以使用逻辑运算符(“AND”、“OR”、“!”)来指定条件之间的关系。如果在条件之间不使用运算符(即只有1个空格),则规则会假定逻辑运算符为为“AND”。
ItemDisplay[NMAG AND SOCK=1 AND CLVL>10]:如果角色在10级以上,则隐藏仅1孔的普通物品注释:输入条件为“非魔法物品 AND 孔数=1 AND 角色等级>10”,如果符合这个条件则隐藏名称。
若要将规则应用于一组条件中的任何一个物品,请使用“OR”和圆括号()。
ItemDisplay[NMAG (BOOTS OR GLOVES OR BELT) CLVL>10]:如果角色在10级以上,则隐藏普通的靴子/手套/腰带
()括号也可以在其他方面帮助完成条件组合。
ItemDisplay[(GOLD<100 OR (GOLD<1000 CLVL>50))]:如果金币小于100,则隐藏金币;如果角色在50级以上,则小于1000的金币都被隐藏
否定(有时称为“NOT”运算符)使条件的含义与其他条件的含义相反。若要否定条件,请在其前面使用“!”。
ItemDisplay[MAG ETH ARMOR !ID]:隐藏未鉴定的无形的魔法防具注释:判定条件——魔法物品+无形+防具+未鉴定(!鉴定)
条件组合可以用同样的方式进行否定
ItemDisplay[MAG !ID HELM !(BAR OR DRU OR ELT)]:隐藏非野蛮人头盔、德鲁伊头盔或精英的未鉴定魔法头盔注释:判定条件——魔法物品+未鉴定(!鉴定)+非野蛮人头盔、德鲁伊头盔或精英的头盔{!(野蛮人或德鲁伊或精英物品),!否定了圆括号的所有条件}
Output
A rule's output (text and keywords in the second part of the rule) describe how the matching item(s) should be displayed.
An item's default name can be referenced with the %NAME% keyword and modified by adding text. To shorten a name or change it entirely, write-out the new name instead. Valid text characters include all those in the Basic Latin and Latin-1 Supplement Unicode blocks (except · and ¸).
Text and keywords can be used together to add extra information, change parts of the name to be different colors, and more. See all keywords below.
ItemDisplay[SOCK>0]: %NAME% %GRAY%[%SOCKETS%]displays socketed items with [X] appended in gray, where X is the number of sockets
As with elsewhere, the double slash (//) functions as an in-file way to write comments that will be ignored by the computer.
ItemDisplay[NMAG (aqv OR cqv)]: // hides regular arrows/bolts
ItemDisplay[tsc]: //%NAME% // Scroll of Town Portalthis rule hides TP scrolls, but can be changed to display them instead by deleting the first //
//ItemDisplay[MAG cm2]: // hides magic large charmsthis "rule" is ignored, but can be quickly re-enabled by deleting the first //
Items can be highlighted by adding spaces to either side of their name, so long as there is a keyword or non-space character between them and the edge of the name. Whitespace surrounding the Output of each rule gets removed prior to evaluation (spaces first, followed by tabs), so tabs are often the best non-space character to use.
ItemDisplay[RUNE>9]: %ORANGE% %NAME% %ORANGE%adds 1 space of highlighting for runes above #9 (tabs don't display properly on the wiki, so %ORANGE% is used instead)
The %CONTINUE% keyword replaces the contents of %NAME% with the current rule's Output (overwriting the default name or previously stored output) and makes the program continue checking rules. This allows multiple rules to modify an item's appearance based on different conditions.
ItemDisplay[SOCK>0]: %NAME% [%SOCKETS%]%CONTINUE%appends [X] to socketed items, where X is the number of sockets (continues)
ItemDisplay[ETH]: eth %NAME%%CONTINUE%prepends eth to ethereal items (continues)
ItemDisplay[]: %NAME%displays all items (with modifications from previous rules)
Without %CONTINUE%, this would require a separate rule for every possible combination of different conditions, the number of rules growing exponentially with each additional condition:
ItemDisplay[ETH SOCK>0]: eth %NAME% [%SOCKETS%]
ItemDisplay[!ETH SOCK>0]: %NAME% [%SOCKETS%]
ItemDisplay[ETH SOCK=0]: eth %NAME%
ItemDisplay[!ETH SOCK=0]: %NAME%
Item descriptions can be modified by using text and keywords within {} (braces). Anything outside the braces applies to the item name while anything inside the braces applies to the item description.
Item Description Example
ItemDisplay[]: %NAME%{$DARK_GREEN%$%PRICE%}item price is shown in the description like $35000 in dark green
Item descriptions aren't taken into account when hiding items, so descriptions can still be shown for hidden items if they have one.
ItemDisplay[]: %NAME%{%NAME%}items displayed with their descriptions
ItemDisplay[]: {%NAME%}items hidden but their descriptions still shown
ItemDisplay[]:items hidden and their descriptions hidden too
The %CONTINUE% keyword only functions when used outside the braces and applies to both the item name and the item description.
ItemDisplay[]: %NAME%{Item Level: %ILVL%}%CONTINUE%Shows item level in description (continues)
ItemDisplay[]: %NAME%{%NAME%, Affix Level: %ALVL%}Appends affix level in description with comma separator
The %NL% keyword adds a new line above the previous line and can only be used within item descriptions.
ItemDisplay[]: %NAME%{Affix Level: %ALVL%%NL%Item Level: %ILVL%}Shows item/affix levels on separate lines in description (same effect as Show iLvl setting)
Filter Strictness
Default Filter Strictness Levels
Filter levels can be selected from the in-game settings menu and will change which rules/notifications are enabled based on the FILTLVL/TIER codes used in the filter. By default, there are two levels: "Standard" and "Show All Items". The "Standard" level is the normal filter behavior that would be seen without any filter level changes, whereas "Show All Items" will just prevent any items from being filtered out (hidden).
To enable custom filter levels, use the following format at the top of the filter:
ItemDisplayFilterName[]: Custom Level 1Adds a new filter strictness level named "Custom Level 1"
ItemDisplayFilterName[]: Custom Level 2Adds a new filter strictness level named "Custom Level 2"
In addition to level 0 ("Show All Items") which is always available, up to 9 other levels can be enabled and the order in which they're listed at the top of the filter determines which number will reference them when used with the FILTLVL/TIER codes (e.g. FILTLVL=1 and %TIER-1% for the first custom level).
These codes can be used to create separate versions of the same filter with varying levels of strictness, make separate versions which includes extra info so that players can more easily reference niche item info without it cluttering item tooltips during normal gameplay (the levels could be swapped to when needed), or even combine drastically different filters into one just so they can be more easily swapped between.
ItemDisplay[yps FILTLVL>1]:Hides Antidote Potions if filter level 2+ is selected
ItemDisplay[MAG !ID cm1]: %NAME%%TIER-2%%DOT-97%Shows notifications for unidentified magic small charms if filter level 2 or lower is selected (still shows map icons at all levels)
If a rule doesn't include FILTLVL as a condition, it won't be restricted by whatever filter level is selected.
If a rule includes a notification keyword and doesn't include a TIER keyword, it'll act as if %TIER-9% is included - it'll notify at all filter levels instead of being restricted by whatever filter level is selected.
Filter Codes
Output Keywords
Colors
Text Colors: Normal vs Glide
These keywords change the color for subsequent text. If absent, the item's default color will be used instead.
Code
Color
Default Use
%WHITE%
White
regular items
%GRAY%
Gray
regular items (ethereal or socketed)
%BLUE%
Blue
magic items, item descriptions
%YELLOW%
Yellow
rare items
%GOLD%
Gold
unique items, runeword names
%GREEN%
Green
set items
%DARK_GREEN%
Dark Green
%TAN%
Tan
%BLACK%
Black
%PURPLE%
Purple
%RED%
Red
broken/unusable items
%ORANGE%
Orange
crafted items, endgame quest items, runes
%CORAL%
Coral
only works with Glide
%SAGE%
Sage
only works with Glide
%TEAL%
Teal
only works with Glide
%LIGHT_GRAY%
Light Gray
only works with Glide
Some items have their default color built into %NAME%, so their color won't change unless their name is rewritten completely. This is likely unintended behavior, and applies to runes, Standard of Heroes, and the PD2-specific non-equipment items other than map/arena scrolls and jewel fragments.
In addition to these, keywords for each numbered attribute code also exist. They should have a hyphen between STAT and the number, such as %STAT-18%.
Notification Keywords
Minimap Icon Colors
These keywords add the item to the notification list and create a minimap icon for it.
The color of the minimap icon corresponds to the keyword's hexadecimal 2-digit color code. The icon may be black (00), green (84), red (62), or any of the other colors shown in the chart image. Note that %MAP% may be used without a 2-digit color code, in which case the icon will use the current text color (or white if no color has been set).
Multiple keywords can be used together to create multi-colored minimap icons.
Code
Details
%BORDER-00%
notification & minimap icon (large)
%MAP-00%
notification & minimap icon (medium)
%DOT-00%
notification & minimap icon (small)
%PX-00%
notification & minimap icon (tiny)
The 2-digit hexadecimal codes which correspond to the text colors are listed below. Text colors have a solid inner color and their edges are blended to improve readability, so their average colors appear slightly different in some cases.
Text Color
Hex (Inner)
Hex (Average)
White
1F
20
Gray
C6
1D
Blue
94
97
Yellow
6A
6D
Gold
D3
53
Green
7D
84
Dark Green
76
77
Tan
0E
5A
Black
00
00
Purple
9B
9B
Red
55
62
Orange
0B
60
Coral
?
?
Sage
?
?
Teal
?
?
Light Gray
?
?
The following keyword only applies if Detailed Notifications is disabled, which is not recommended. To disable text notifications for items while keeping their minimap icons, use %TIER-0% instead.
Code
Details
%NOTIFY-0%
changes the item's text notification color
%NOTIFY-DEAD%
disables text notifications for the item
The NOTIFY keyword may use a 1-digit color code (0-F) which corresponds to these colors in order: WHITE, RED, GREEN, BLUE, GOLD, GRAY, BLACK, TAN, ORANGE, YELLOW, DARK_GREEN, PURPLE, GREEN, WHITE, BLACK, WHITE. If DEAD is used instead of a color code, the item's notifications will be disabled instead.
Most filters are made to be used with Detailed Notifications, so NOTIFY is incompatible with them. Note that without Detailed Notifications enabled, Drop Notifications will only apply to items when they initially drop (prior to being picked up for the first time).
All notification keywords seem to bypass the normal rule-handling procedure. Normally, the rules are processed top-to-bottom and this process halts when a matching rule (without %CONTINUE%) is found. Notification keywords, however, can apply even after the process has halted. This may be unintended behavior.
Special Keywords
Code
Details
%CONTINUE%
the item is compared against additional rules instead of being displayed by the current rule the current rule's output is stored in %NAME%
%NL%
specifies a new line, only works within braces
{}
anything within the braces applies to the item's description rather than the item's name/title
%TIER-0%
disables text notifications (but not map icons) for the item if the filter strictness level is above 0 (value can be 0-9)
Boolean Conditions
Mutable Codes
Contrary to most "immutable" codes which refer to static item properties, these conditions depend on where and how the item is being viewed. Some value conditions are also "mutable" in this way: CLVL, CRAFTALVL, DIFF, FILTLVL, MAPID, and CHARSTAT codes.
Code
Description
AMAZON
character is an Amazon
ASSASSIN
character is an Assassin
BARBARIAN
character is a Barbarian
DRUID
character is a Druid
NECROMANCER
character is a Necromancer
PALADIN
character is a Paladin
SORCERESS
character is a Sorceress
SHOP
item is in a merchant's shop window
EQUIPPED
item is equipped by the character
ItemDisplay[key ASSASSIN]:hides keys when playing as an Assassin
Both SHOP and EQUIPPED behave as expected in most scenarios, but they each have a bug associated with them. Most notably, EQUIPPED incorrectly applies to items that begin the game within the multiplayer shared stash.
Item Group Codes
General Groups
Item Rarities
Code
Group
NMAG
Regular most non-equipment items
MAG
Magic
RARE
Rare
UNI
Unique
SET
Set
CRAFT
Crafted
Item Tiers
Code
Group
NORM
Normal
EXC
Exceptional
ELT
Elite
Item Properties
Code
Group
ID
Identified
INF
Inferior
SUP
Superior
ETH
Ethereal
RW
Runeword
GEMMED
Socketed with a gem/rune/jewel
Armor Groups
Code
Code
Group
Details
EQ1
HELM
Helmets
includes class helms
EQ2
CHEST
Chests
EQ3
SHIELD
Shields
includes class shields
EQ4
GLOVES
Gloves
EQ5
BOOTS
Boots
EQ6
BELT
Belts
EQ7
CIRC
Circlets
ARMOR
All armors
includes class-restricted armors
Weapon Groups
Code
Code
Group
Details
WP1
AXE
Axes
includes throwing axes
WP2
MACE
Maces
WP3
SWORD
Swords
WP4
DAGGER
Daggers
includes throwing knives
WP5
THROWING
Throwing Weapons
includes all javelins, throwing potions
WP6
JAV
Javelins
includes all throwing weapons, all spears, Amazon javelins
WP7
SPEAR
Spears
includes Amazon spears & all javelins
WP8
POLEARM
Polearms
WP9
BOW
Bows
includes Amazon bows
WP10
XBOW
Crossbows
WP11
STAFF
Staves
WP12
WAND
Wands
WP13
SCEPTER
Scepters
WEAPON
All weapons
includes class-restricted weapons
1H
1-Handed Weapons
2H
2-Handed Weapons
Since WP6 overlaps entirely with both WP5 and WP7 (two very different kinds of weapons), it's rarely useful.
The 1H code is currently bugged and doesn't include Hand Axe.
Since GEM doesn't apply to unstacked Flawless/Perfect gems, individual item codes are needed when referring to them:
ItemDisplay[(GEM=4 OR gzv OR glw OR glg OR glr OR glb OR gly OR skl)]: %NAME%{%NAME%}displays all flawless gems
ItemDisplay[(GEM=5 OR gpv OR gpw OR gpg OR gpr OR gpb OR gpy OR skz)]: %NAME%{%NAME%}displays all perfect gems
There is currently a bug with hiding stacked gems/runes - if the lootfilter attempts to hide them, they'll usually be loaded regardless and appear with an empty name.
Named Attribute Codes
Code
Description
Item Appearance
Details
SOCK
total sockets
Socketed (N)
ED
enhanced defense/damage
+N% Enhanced Defense +N% Enhanced Damage
refers to defense for armor, damage for weapons
MAXDUR
max durability
Increase Maximum Durability N%
AR
attack rating
+N to Attack Rating
RES
all res
All Resistances +N
FRES
fire res
Fire Resist +N%
CRES
cold res
Cold Resist +N%
LRES
lightning res
Lightning Resist +N%
PRES
poison res
Poison Resist +N%
FRW
faster run/walk
+N% Faster Run/Walk
IAS
attack rate
+N% Increased Attack Speed
FCR
Faster Cast Rate
+N% Faster Cast Rate
FHR
Faster Hit Recovery
+N% Faster Hit Recovery
FBR
Faster Block Rate
+N% Faster Block Rate
MINDMG
minimum damage
+N to Minimum Damage
MAXDMG
maximum damage
+N to Maximum Damage
STR
strength
+N to Strength
DEX
dexterity
+N to Dexterity
LIFE
max hp
+N to Life
MANA
max mana
+N to Mana
MFIND
magic find
N% Better Chance of Getting Magic Items
GFIND
gold find
N% Extra Gold from Monsters
MAEK
mana per kill
+N to Mana after each Kill
DTM
damage to mana
N% Damage Taken Gained as Mana when Hit
REPLIFE
life replenish
Replenish Life +N
REPAIR
auto-repair
Repairs X Durability in Y Seconds
N = 100 / Y
ARPER
AR bonus
N% Bonus to Attack Rating
FOOLS
fool's mod
+X to Attack Rating (Based on Character Level) +Y to Maximum Damage (Based on Character Level)
boolean condition
Some attributes (STR, DEX, LIFE, MANA, FRES, CRES, LRES, PRES) can have addition applied between them prior to the condition being evaluated.
ItemDisplay[RARE FRES+CRES+LRES+PRES>79]: %NAME% %RED%!appends a red ! to rares with 80+ total resistance
It seems values get converted to unsigned integers before comparison. For negative values, this means that instead of counting backwards from 0, they count backwards from the maximum storeable value (a few billion). The following examples illustrate this point, but they're outdated since medium/heavy armors no longer have movement speed penalties.
ItemDisplay[NMAG !ELT (FRW=-5 OR FRW=-10)]:hides regular non-elite medium/heavy armors
The relevant number for each code is shown as N. If N is absent, it is often either 0 or 1. For codes that refer to attributes which are based on character level, N is often a multiple of Y (as in "+Y per Character Level") such as 8Y for STAT214 or 2Y for STAT224.
Some numbered attribute codes (shown in gray) refer to the same attributes as named attribute codes or other named codes, which can be used instead for better readability.
To refer to stats that have multiple parts such as chance-to-cast effects or skill charges, the MULTI condition must be used instead of STAT: see Multi-Layered Stats
All these numbered attribute STAT codes refer to individual items in the same way that most codes do - they are "immutable" and don't change depending on the character viewing the item. There are also corresponding CHARSTAT codes for each attribute which are "mutable" and can change based on other factors - rather than checking whether an item has the attribute, these codes check whether the character has the attribute. In most cases, that means checking whether the character is wearing an item with the attribute. But there are also some "non-item" codes such as CHARSTAT14 and CHARSTAT15 which refer to how much gold the character is carrying and how much gold they have in their stash, respectively.
Damage: N to Y +N to Minimum Damage (one-handed weapons)
STAT22
Damage: X to N +N to Maximum Damage (one-handed weapons)
STAT23
+N to Minimum Damage (two-handed weapons)
STAT24
+N to Maximum Damage (two-handed weapons)
STAT25
+N% Damage
STAT48
Adds N-Y Fire Damage
STAT49
Adds X-N Fire Damage
STAT50
Adds N-Y Lightning Damage
STAT51
Adds 1-N Lightning Damage
STAT52
Adds N-Y Magic Damage
STAT53
Adds X-N Magic Damage
STAT54
Adds N-Y Cold Damage
STAT55
Adds X-N Cold Damage
STAT56
Adds X-Y Cold Damage N = duration
STAT57
+X Poison Damage over Y Seconds bitrate N = (256X) / (25Y)
STAT58
+X Poison Damage over Y Seconds bitrate N = (256X) / (25Y)
STAT59
+X Poison Damage over N Seconds
STAT111
Damage +N
STAT121
+N% Damage to Demons
STAT122
+N% Damage to Undead
STAT159
Damage: N to Y +N to Minimum Damage (throwing weapons)
STAT160
Damage: X to N +N to Maximum Damage (throwing weapons)
STAT326
+X Poison Damage over Y Seconds
STAT329
+N% to Fire Skill Damage
STAT330
+N% to Lightning Skill Damage
STAT331
+N% to Cold Skill Damage
STAT332
+N% to Poison Skill Damage
STAT357
+N% to Magic Skill Damage
Based on Character Level
Code
Item Appearance
STAT214
+X Defense (...)
STAT216
+X to Life (...)
STAT217
+X to Mana (...)
STAT218
+X to Maximum Damage (...)
STAT219
+X% Enhanced Maximum Damage (...)
STAT220
+X to Strength (...)
STAT221
+X to Dexterity (...)
STAT222
+X to Energy (...)
STAT223
+X to Vitality (...)
STAT224
+X to Attack Rating (...)
STAT225
X% Bonus to Attack Rating (...)
STAT226
+X to Maximum Cold Damage (...)
STAT227
+X to Maximum Fire Damage (...)
STAT228
+X to Maximum Lightning Damage (...)
STAT229
+X to Maximum Poison Damage (...)
STAT230
Cold Resist +X% (...)
STAT231
Fire Resist +X% (...)
STAT232
Lightning Resist +X% (...)
STAT233
Poison Resist +X% (...)
STAT234
+X Absorbs Cold Damage (...)
STAT235
+X Absorbs Fire Damage (...)
STAT236
+X Absorbs Lightning Damage (...)
STAT237
+X Absorbs Poison Damage (...)
STAT238
Attacker Takes Damage of X (...)
STAT239
X% Extra Gold from Monsters (...)
STAT240
X% Better Chance of Getting Magic Items (...)
STAT241
Heal Stamina Plus X% (...)
STAT242
+X Maximum Stamina (...)
STAT243
+X% Damage to Demons (...)
STAT244
+X% Damage to Undead (...)
STAT245
+X to Attack Rating against Demons (...)
STAT246
+X to Attack Rating against Undead (...)
STAT249
+X Kick Damage (...)
STAT250
X% Deadly Strike (...)
Maps
Code
Item Appearance
STAT369
map_defense
STAT370
Map Magic Find: +N%
STAT371
Map Gold Find: +N%
STAT372
Map Monster Density: +N%
STAT373
Map Experience: +N%
STAT374
Map Area Level: +N
STAT375
map_glob_monsterrarity
STAT376
map_mon_firemindam
STAT377
map_mon_firemaxdam
STAT378
map_mon_lightmindam
STAT379
map_mon_lightmaxdam
STAT380
map_mon_magicmindam
STAT381
map_mon_magicmaxdam
STAT382
map_mon_coldmindam
STAT383
map_mon_coldmaxdam
STAT384
map_mon_coldlength
STAT385
map_mon_poisonmindam
STAT386
map_mon_poisonmaxdam
STAT387
map_mon_poisonlength
STAT388
Monsters have +N% to Fire Skill Damage
STAT389
Monsters have +N% to Lightning Skill Damage
STAT390
Monsters have +N% to Cold Skill Damage
STAT391
Monsters have +N% to Poison Skill Damage
STAT392
Monsters have +N% Increased Cast Speed
STAT393
Monsters have +N% Increased Attack Speed
STAT394
Monsters have +N% Attack Rating
STAT395
Monsters have +N% Enhanced Defense
STAT396
Monsters have N% Cold Absorb
STAT397
Monsters have N% Magic Absorb
STAT398
Monsters have N% Lightning Absorb
STAT399
Monsters have N% Fire Absorb
STAT400
Monsters take N Reduced Physical Damage
STAT401
Monsters have N% Increased Velocity
STAT402
Monsters have +N Replenish Life
STAT403
Monsters have N% Life Stolen per Hit
STAT404
Monsters have +N% Faster Hit Recovery
STAT405
Monsters have N% Increased Maximum Life
STAT406
Monsters have +N% Chance to Pierce
STAT407
Monsters have N% Chance of Open Wounds
STAT408
Monsters have N% Chance of Crushing Blow
STAT409
Monsters have N% Curse Duration Reduction
STAT410
Players have -N% Enhanced Defense
STAT411
Players have -N% Faster Hit Recovery
STAT412
Players have -N% Chance to Block
STAT413
Players have -N Drain Life
STAT414
map_mon_passive_fire_pierce
STAT415
map_mon_passive_ltng_pierce
STAT416
map_mon_passive_cold_pierce
STAT417
map_mon_passive_pois_pierce
STAT418
map_play_maxfireresist
STAT419
map_play_maxlightresist
STAT420
map_play_maxcoldresist
STAT421
map_play_maxpoisonresist
STAT426
Monsters have +N% Enhanced Physical Damage
STAT428
Players have -N% to All Resistances
STAT429
Players have -N% to All Resistances
STAT430
Players have -N% to All Resistances
STAT431
Players have -N% to All Resistances
STAT432
Monsters have +N% of Physical Damage as Extra Lightning Damage
STAT433
Monsters have +N% of Physical Damage as Extra Cold Damage
STAT434
Monsters have +N% of Physical Damage as Extra Fire Damage
STAT435
Monsters have +N% of Physical Damage as Extra Poison Damage over 5 seconds
STAT436
Monsters have +N% of Physical Damage as Extra Magic Damage
STAT437
Map contains Stygian Dolls
STAT438
Map contains Succubus Witches
STAT439
Map contains Vampire Lords
STAT440
Map contains Hell Bovines
STAT441
Map contains Reanimated Horde
STAT442
Map contains Ghosts
STAT449
Monsters have N% Deadly Strike
STAT450
Monsters have Cannot Be Frozen
STAT451
Players have N% Attack and Cast Speed
STAT452
Players have N% Attack and Cast Speed
STAT454
map_play_maxhp_percent
STAT455
map_play_maxmana_percent
STAT456
map_play_damageresist
STAT457
Players have N% to Velocity
STAT458
Heoric
STAT467
map_play_lightradius
STAT470
Map contains Burning Souls
STAT471
Map contains Fetishes
STAT493
map_glob_skirmish_mode
STAT494
map_mon_dropjewelry
STAT495
map_mon_dropweapons
STAT496
map_mon_droparmor
STAT497
map_mon_dropcharms
STAT498
map_glob_extra_boss
STAT499
map_glob_add_mon_shriek
Other
Code
Item Appearance
STAT4
statpts
STAT5
newskills
STAT6
hitpoints
STAT8
mana
STAT10
stamina
STAT12
level
STAT13
experience
STAT14
gold
STAT15
goldbank
STAT26
manarecovery
STAT29
lastexp
STAT30
nextexp
STAT47
damageaura
STAT61
lifedrainmaxdam
STAT63
manadrainmaxdam
STAT64
stamdrainmindam
STAT65
stamdrainmaxdam
STAT66
stunlength
STAT67
velocitypercent
STAT69
other_animrate
STAT71
value
STAT82
item_timeduration
STAT90
item_lightcolor
STAT92
item_levelreq
STAT94
item_levelreqpct
STAT95
lastblockframe
STAT98
state
STAT100
monster_playercount
STAT101
skill_poison_override_length
STAT103
skill_bypass_undead
STAT104
skill_bypass_demons
STAT106
skill_bypass_beasts
STAT125
item_throwable
STAT129
ironmaiden_level
STAT130
lifetap_level
STAT131
thorns_percent
STAT132
bonearmor
STAT133
bonearmormax
STAT137
item_kickdamage
STAT156
item_pierce
STAT161
skill_handofathena
STAT162
skill_staminapercent
STAT163
skill_passive_staminapercent
STAT164
skill_concentration
STAT165
skill_enchant
STAT166
skill_pierce
STAT167
skill_conviction
STAT168
skill_chillingarmor
STAT169
skill_frenzy
STAT170
skill_decrepify
STAT171
skill_armor_percent
STAT172
alignment
STAT173
target0
STAT174
target1
STAT175
goldlost
STAT176
conversion_level
STAT177
conversion_maxhp
STAT178
unit_dooverlay
STAT179
attack_vs_montype
STAT180
damage_vs_montype
STAT181
fade
STAT182
armor_override_percent
STAT183
equipped_eth
STAT184
missing_hp
STAT215
item_armorpercent_perlevel
STAT247
item_crushingblow_perlevel
STAT248
item_openwounds_perlevel
STAT251
item_find_gems_perlevel
STAT253
item_replenish_quantity
STAT254
item_extra_stack
STAT255
item_find_item
STAT256
item_slash_damage
STAT257
item_slash_damage_percent
STAT258
item_crush_damage
STAT259
item_crush_damage_percent
STAT260
item_thrust_damage
STAT261
item_thrust_damage_percent
STAT262
item_absorb_slash
STAT263
item_absorb_crush
STAT264
item_absorb_thrust
STAT265
item_absorb_slash_percent
STAT266
item_absorb_crush_percent
STAT267
item_absorb_thrust_percent
STAT305
item_pierce_cold
STAT306
item_pierce_fire
STAT307
item_pierce_ltng
STAT308
item_pierce_pois
STAT309
item_damage_vs_monster
STAT310
item_damage_percent_vs_monster
STAT311
item_tohit_vs_monster
STAT312
item_tohit_percent_vs_monster
STAT313
item_ac_vs_monster
STAT314
item_ac_percent_vs_monster
STAT315
firelength
STAT316
burningmin
STAT317
burningmax
STAT318
progressive_damage
STAT319
progressive_steal
STAT320
progressive_other
STAT321
progressive_fire
STAT322
progressive_cold
STAT323
progressive_lightning
STAT324
item_extra_charges
STAT325
progressive_tohit
STAT327
damage_framerate
STAT328
pierce_idx
STAT337
passive_critical_strike
STAT338
passive_dodge
STAT339
passive_avoid
STAT340
passive_evade
STAT341
passive_warmth
STAT342
passive_mastery_melee_th
STAT343
passive_mastery_melee_dmg
STAT344
passive_mastery_melee_crit
STAT345
passive_mastery_throw_th
STAT346
passive_mastery_throw_dmg
STAT347
passive_mastery_throw_crit
STAT348
passive_weaponblock
STAT349
passive_summon_resist
STAT350
modifierlist_skill
STAT351
modifierlist_level
STAT352
last_sent_hp_pct
STAT353
source_unit_type
STAT354
source_unit_id
STAT355
shortparam1
STAT356
questitemdifficulty
STAT358
passive_mag_pierce
STAT361
corruptor
STAT367
skill_cold_enchant
STAT368
You May Apply an Additional Curse
STAT423
+N% to Leap and Leap Attack Movement Speed
STAT443
extra_bonespears
STAT444
You May Now Summon N Additional Revives
STAT445
immune_stat
STAT446
mon_cooldown1
STAT447
mon_cooldown2
STAT448
mon_cooldown3
STAT459
You May Now Summon 1 Additional Spirit
STAT460
Gust's Cooldown is Reduced by N Seconds
STAT461
You May Summon N Additional Skeleton Mages
STAT462
You May Summon N Additional Skeleton Warriors
STAT463
You May Summon 1 Additional Hydra
STAT464
You May Summon 1 Additional Valkyrie
STAT465
Joust's Cooldown is Reduced by N Seconds
STAT466
You May Summon N Additional Skeleton Mages
STAT468
Blood Warp Costs N% Less Health
STAT469
pierce_count
STAT472
dclone_clout
STAT473
maxlevel_clout
STAT474
dev_clout
STAT475
extra_skele_archer
STAT476
extra_golem
STAT478
inc_splash_radius
STAT479
item_numsockets_textonly
STAT480
rathma_clout
STAT481
extra_holybolts
STAT482
pvp_cd
STAT483
Dragon Flight's Cooldown is Reduced by N Seconds
STAT484
item_dmgpercent_pereth
STAT485
Corpse Explosion Radius Increased by N Yards
STAT487
item_dmgpercent_permissinghppercent
STAT488
lifedrain_percentcap
STAT489
inc_splash_radius_permissinghp
STAT490
eaglehorn_raven
STAT491
pvp_disable
STAT492
pvp_lld_cd
Unused
Code
Item Appearance
STAT84
unsentparam1
STAT88
item_doubleherbduration
STAT185
unused185
STAT186
unused186
STAT187
unused187
STAT189
unused189
STAT190
unused190
STAT191
unused191
STAT192
unused192
STAT193
unused193
STAT202
unused202
STAT203
unused203
STAT205
unused204
STAT206
unused205
STAT207
unused206
STAT208
unused207
STAT209
unused208
STAT210
unused209
STAT211
unused210
STAT212
unused211
STAT213
unused212
STAT268
item_armor_bytime
STAT269
item_armorpercent_bytime
STAT270
item_hp_bytime
STAT271
item_mana_bytime
STAT272
item_maxdamage_bytime
STAT273
item_maxdamage_percent_bytime
STAT274
item_strength_bytime
STAT275
item_dexterity_bytime
STAT276
item_energy_bytime
STAT277
item_vitality_bytime
STAT278
item_tohit_bytime
STAT279
item_tohitpercent_bytime
STAT280
item_cold_damagemax_bytime
STAT281
item_fire_damagemax_bytime
STAT282
item_ltng_damagemax_bytime
STAT283
item_pois_damagemax_bytime
STAT284
item_resist_cold_bytime
STAT285
item_resist_fire_bytime
STAT286
item_resist_ltng_bytime
STAT287
item_resist_pois_bytime
STAT288
item_absorb_cold_bytime
STAT289
item_absorb_fire_bytime
STAT290
item_absorb_ltng_bytime
STAT291
item_absorb_pois_bytime
STAT292
item_find_gold_bytime
STAT293
item_find_magic_bytime
STAT294
item_regenstamina_bytime
STAT295
item_stamina_bytime
STAT296
item_damage_demon_bytime
STAT297
item_damage_undead_bytime
STAT298
item_tohit_demon_bytime
STAT299
item_tohit_undead_bytime
STAT300
item_crushingblow_bytime
STAT301
item_openwounds_bytime
STAT302
item_kick_damage_bytime
STAT303
item_deadlystrike_bytime
STAT304
item_find_gems_bytime
Multi-layered Stats
Some stats have an additional layer that needs to be specified in order for the stat to filter properly. To access these layers, the MULTI condition can be used. The format for this condition is MULTI{Stat ID},{Layer ID}>{Value}
Also see STAT362-STAT366 (Cold, Fire, Lightning, Poison, Magic)
Code
Skill Group
ALLSK
All Skills
CLSK0
Amazon Skills
CLSK1
Sorceress Skills
CLSK2
Necromancer Skills
CLSK3
Paladin Skills
CLSK4
Barbarian Skills
CLSK5
Druid Skills
CLSK6
Assassin Skills
Code
Class
Skill Group
TABSK0
Amazon
Bow and Crossbow Skills
TABSK1
Amazon
Passive and Magic Skills
TABSK2
Amazon
Javelin and Spear Skills
TABSK8
Sorceress
Fire Spells
TABSK9
Sorceress
Lightning Spells
TABSK10
Sorceress
Cold Spells
TABSK16
Necromancer
Curses
TABSK17
Necromancer
Poison & Bone Spells
TABSK18
Necromancer
Summoning Spells
TABSK24
Paladin
Combat Skills
TABSK25
Paladin
Offensive Auras
TABSK26
Paladin
Defensive Auras
TABSK32
Barbarian
Combat Skills
TABSK33
Barbarian
Combat Masteries
TABSK34
Barbarian
Warcries
TABSK40
Druid
Summoning
TABSK41
Druid
Shape Shifting
TABSK42
Druid
Elemental
TABSK48
Assassin
Traps
TABSK49
Assassin
Shadow Disciplines
TABSK50
Assassin
Martial Arts
Individual Skills
In addition to these "SK" codes, there are equivalent "CHSK" codes for skill charges and "OS" codes for oskills. For example, CHSK54 refers to skill charges for Teleport. "CHSK" codes for curse charges use separate 'proc' versions of those skills: CHSK445 for Life Tap and CHSK447 for Lower Resist.
Skills with gray names are not in the skill tree.
Skills with gray codes do not appear on items as pointmods/staffmods under normal circumstances.
Amazon
Code
Skill
SK6
Magic Arrow
SK7
Fire Arrow
SK8
Inner Sight
SK9
Critical Strike
SK10
Jab
SK11
Cold Arrow
SK12
Multiple Shot
SK13
Dodge
SK14
Power Strike
SK15
Poison Javelin
SK16
Exploding Arrow
SK17
Slow Movement
SK18
Avoid
SK19
Javelin and Spear Mastery
SK20
Lightning Bolt
SK21
Ice Arrow
SK22
Guided Arrow
SK23
Penetrate
SK24
Charged Strike
SK25
Plague Javelin
SK26
Strafe
SK27
Immolation Arrow
SK28
Decoy
SK29
Evade
SK30
Fend
SK31
Freezing Arrow
SK32
Valkyrie
SK33
Pierce
SK34
Lightning Strike
SK35
Lightning Fury
Sorceress
Code
Skill
SK36
Fire Bolt
SK37
Warmth
SK38
Charged Bolt
SK39
Ice Bolt
SK40
Cold Enchant
SK41
Inferno
SK42
Static Field
SK43
Telekinesis
SK44
Frost Nova
SK45
Ice Blast
SK46
Blaze
SK47
Fire Ball
SK48
Nova
SK49
Lightning
SK50
Shiver Armor
SK51
Fire Wall
SK52
Enchant Fire
SK53
Chain Lightning
SK54
Teleport
SK55
Glacial Spike
SK56
Meteor
SK57
Thunder Storm
SK58
Energy Shield
SK59
Blizzard
SK60
Chilling Armor
SK61
Fire Mastery
SK62
Hydra
SK63
Lightning Mastery
SK64
Frozen Orb
SK65
Cold Mastery
SK369
Ice Barrage
SK376
Combustion
SK383
Lesser Hydra
Necromancer
Code
Skill
SK66
Amplify Damage
SK67
Teeth
SK68
Bone Armor
SK69
Skeleton Mastery
SK70
Raise Skeleton Warrior
SK71
Dim Vision
SK72
Weaken
SK73
Poison Strike
SK74
Corpse Explosion
SK75
Clay Golem
SK76
Iron Maiden
SK77
Terror
SK78
Bone Wall
SK79
Golem Mastery
SK80
Raise Skeletal Mage
SK81
Confuse
SK82
Life Tap
SK83
Desecrate
SK84
Bone Spear
SK85
Blood Golem
SK86
Attract
SK87
Decrepify
SK88
Bone Prison
SK89
Raise Skeleton Archer
SK90
Iron Golem
SK91
Lower Resist
SK92
Poison Nova
SK93
Bone Spirit
SK94
Fire Golem
SK95
Revive
SK367
Blood Warp
SK374
Curse Mastery
SK381
Dark Pact
Paladin
Code
Skill
SK96
Sacrifice
SK97
Smite
SK98
Might
SK99
Prayer
SK100
Resist Fire
SK101
Holy Bolt
SK102
Holy Fire
SK103
Thorns
SK104
Defiance
SK105
Resist Cold
SK106
Zeal
SK107
Charge
SK108
Blessed Aim
SK109
Cleansing
SK110
Resist Lightning
SK111
Vengeance
SK112
Blessed Hammer
SK113
Concentration
SK114
Holy Freeze
SK115
Vigor
SK116
Conversion
SK117
Holy Shield
SK118
Holy Shock
SK119
Sanctuary
SK120
Meditation
SK121
Fist of the Heavens
SK122
Fanaticism
SK123
Conviction
SK124
Redemption
SK125
Salvation
SK364
Holy Nova
SK371
Holy Light
SK378
Joust
Barbarian
Code
Skill
SK126
Bash
SK127
Sword Mastery
SK128
General Mastery
SK129
Mace Mastery
SK130
Howl
SK131
Find Potion
SK132
Leap
SK133
Double Swing
SK134
Polearm and Spear Mastery
SK135
Throwing Mastery
SK136
Spear Mastery
SK137
Taunt
SK138
Shout
SK139
Stun
SK140
Double Throw
SK141
Combat Reflexes
SK142
Find Item
SK143
Leap Attack
SK144
Concentrate
SK145
Iron Skin
SK146
Battle Cry
SK147
Frenzy
SK148
Increased Speed
SK149
Battle Orders
SK150
Grim Ward
SK151
Whirlwind
SK152
Berserk
SK153
Natural Resistance
SK154
War Cry
SK155
Battle Command
Druid
Code
Skill
SK221
Raven
SK222
Poison Creeper
SK223
Werewolf
SK224
Lycanthropy
SK225
Firestorm
SK226
Oak Sage
SK227
Summon Spirit Wolf
SK228
Werebear
SK229
Molten Boulder
SK230
Arctic Blast
SK231
Carrion Vine
SK232
Feral Rage
SK233
Maul
SK234
Fissure
SK235
Cyclone Armor
SK236
Heart of Wolverine
SK237
Summon Dire Wolf
SK238
Rabies
SK239
Fire Claws
SK240
Twister
SK241
Solar Creeper
SK242
Hunger
SK243
Shock Wave
SK244
Volcano
SK245
Tornado
SK246
Spirit of Barbs
SK247
Summon Grizzly
SK248
Fury
SK249
Armageddon
SK250
Hurricane
SK370
Gust
Assassin
Code
Skill
SK251
Fire Blast
SK252
Claw and Dagger Mastery
SK253
Psychic Hammer
SK254
Tiger Strike
SK255
Dragon Talon
SK256
Shock Web
SK257
Blade Sentinel
SK258
Burst of Speed
SK259
Fists of Fire
SK260
Dragon Claw
SK261
Charged Bolt Sentry
SK262
Wake of Fire
SK263
Weapon Block
SK264
Cloak of Shadows
SK265
Cobra Strike
SK266
Blade Fury
SK267
Fade
SK268
Shadow Warrior
SK269
Claws of Thunder
SK270
Dragon Tail
SK271
Chain Lightning Sentry
SK272
Wake of Inferno
SK273
Mind Blast
SK274
Blades of Ice
SK275
Dragon Flight
SK276
Death Sentry
SK277
Blade Shield
SK278
Venom
SK279
Shadow Master
SK280
Phoenix Strike
SK366
Lightning Sentry
Other
Code
Skill
SK357
Blink
SK380
Blade Dance
SK391
Lesser Fade
SK400
Bone Nova
Value Condition IDs
Certain value conditions (MAPID, PREFIX, SUFFIX, AUTOMOD, STAT360) are slightly different than most others, referring to distinct zone/affix/corruption IDs instead of the value for attributes or other item stats with value ranges. Some other value conditions such as GEMLEVEL, GEMTYPE, RUNE, or DIFF behave in a similar fashion, but their IDs aren't listed in this section due to having relatively few possible values.
MAPID IDs
MAPID refers to the zone (or map) the character is currently in. When using a portal, nearby items are updated before the zone ID so any items within a screen length of the portal will be displayed as if the character was still in the previous zone. If the character walks a couple screen lengths away and returns, the ID will be updated and those items will be displayed as expected.
ItemDisplay[(MAPID=1 OR MAPID=40 OR MAPID=75 OR MAPID=103 OR MAPID=109)]: %NAME%{%NAME%}shows all items in town
ItemDisplay[yps CLVL>89 !(MAPID>160 MAPID<164)]:hides antidotes at level 90+ unless they're found in Rathma zones
ItemDisplay[key !MAPID=39]:hides keys outside of the cow level
ItemDisplay[ear (MAPID=157 OR MAPID=159)]:hides player ears within the PvP duel arenas
ID
Zone
1
Rogue Encampment
2
Blood Moor
3
Cold Plains
4
Stony Field
5
Dark Wood
6
Black Marsh
7
Tamoe Highland
8
Den of Evil
9
Cave Level 1
10
Underground Passage Level 1
11
Hole Level 1
12
Pit Level 1
13
Cave Level 2
14
Underground Passage Level 2
15
Hole Level 2
16
Pit Level 2
17
Burial Grounds
18
Crypt
19
Mausoleum
20
Forgotten Tower
21
Tower Cellar Level 1
22
Tower Cellar Level 2
23
Tower Cellar Level 3
24
Tower Cellar Level 4
25
Tower Cellar Level 5
26
Monastery Gate
27
Outer Cloister
28
Barracks
29
Jail Level 1
30
Jail Level 2
31
Jail Level 3
32
Inner Cloister
33
Cathedral
34
Catacombs Level 1
35
Catacombs Level 2
36
Catacombs Level 3
37
Catacombs Level 4
38
Tristram
39
Moo Moo Farm (Cows)
ID
Zone
40
Lut Gholein
41
Rocky Waste
42
Dry Hills
43
Far Oasis
44
Lost City
45
Valley of Snakes
46
Canyon of the Magi
47
Sewers Level 1 (Act 2)
48
Sewers Level 2 (Act 2)
49
Sewers Level 3
50
Harem Level 1
51
Harem Level 2
52
Palace Cellar Level 1
53
Palace Cellar Level 2
54
Palace Cellar Level 3
55
Stony Tomb Level 1
56
Halls of the Dead Level 1
57
Halls of the Dead Level 2
58
Claw Viper Temple Level 1
59
Stony Tomb Level 2
60
Halls of the Dead Level 3
61
Claw Viper Temple Level 2
62
Maggot Lair Level 1
63
Maggot Lair Level 2
64
Maggot Lair Level 3
65
Ancient Tunnels
66
Tal Rasha's Tomb 1
67
Tal Rasha's Tomb 2
68
Tal Rasha's Tomb 3
69
Tal Rasha's Tomb 4
70
Tal Rasha's Tomb 5
71
Tal Rasha's Tomb 6
72
Tal Rasha's Tomb 7
73
Tal Rasha's Chamber
74
Arcane Sanctuary
ID
Zone
75
Kurast Docks
76
Spider Forest
77
Great Marsh
78
Flayer Jungle
79
Lower Kurast
80
Kurast Bazaar
81
Upper Kurast
82
Kurast Causeway
83
Travincal
84
Arachnid Lair
85
Spider Cavern
86
Swampy Pit Level 1
87
Swampy Pit Level 2
88
Flayer Dungeon Level 1
89
Flayer Dungeon Level 2
90
Swampy Pit Level 3
91
Flayer Dungeon Level 3
92
Sewers Level 1 (Act 3)
93
Sewers Level 2 (Act 3)
94
Ruined Temple
95
Disused Fane
96
Forgotten Reliquary
97
Forgotten Temple
98
Ruined Fane
99
Disused Reliquary
100
Durance of Hate Level 1
101
Durance of Hate Level 2
102
Durance of Hate Level 3
ID
Zone
103
The Pandemonium Fortress
104
Outer Steppes
105
Plains of Despair
106
City of the Damned
107
River of Flame
108
Chaos Sanctuary
109
Harrogath
110
Bloody Foothills
111
Frigid Highlands
112
Arreat Plateau
113
Crystalline Passage
114
Frozen River
115
Glacial Trail
116
Drifter Cavern
117
Frozen Tundra
118
The Ancients' Way
119
Icy Cellar
120
Arreat Summit
121
Nihlathak's Temple
122
Halls of Anguish
123
Halls of Pain
124
Halls of Vaught
125
Abaddon
126
Pit of Acheron
127
Infernal Pit
128
Worldstone Keep Level 1
129
Worldstone Keep Level 2
130
Worldstone Keep Level 3
131
Throne of Destruction
132
Worldstone Chamber
ID
Zone
133
Matron's Den
134
Forgotten Sands
135
Furnace of Pain
136
Uber Tristram
137
Diablo-Clone's Fortress
138
Unused
139
Arreat Battlefield
140
Unused
141
Sewers of Harrogath
142
Horazon's Memory
143
Ruins of Viz-Jun
144
River Of Blood
145
Phlegethon
146
Ancestral Trial
147
Kehjistan Marketplace
148
Torajan Jungle
149
Bastion Keep
150
Throne of Insanity
151
Tomb of Zoltun Kulle
152
Cathedral of Light
153
Cathedral of Light Basement
154
Blood Moon
155
Fall of Caldeum
156
Pandemonium Citadel
157
Desert PvP Duel Arena
158
Lost Temple
159
Moor PvP Duel Arena
160
Canyon of Sescheron
161
Ruins of Necropolis
162
Decaying Swamplands
163
The Void
164
Plains of Torment
165
Pit of Despair
166
Battle Royale Arena
167
Sanatorium
168
Uber Ancients
169
Shadows of Westmarch
170
Royal Crypts
171
Sanctuary of Sin
172
Black Abyss
173
Unused
174
Ruined Cistern
175
Ashen Plains
SUFFIX, PREFIX, and AUTOMOD IDs
SUFFIX refers to the suffixes items have whereas PREFIX refers to the prefixes they have. They're similar to the numbered attribute codes, but refer to affixes rather than affix attributes.
Unlike other value conditions, IDs for SUFFIX and PREFIX are not all mutually exclusive with eachother. Rules can have multiple SUFFIX or PREFIX conditions and still match with valid items.
ItemDisplay[RARE SUFFIX=662 SUFFIX=158]: %NAME% %RED%!appends a red ! to rare items that have a chance to cast Amplify Damage on hit and also have Ignore Target's Defense
AUTOMOD functions much the same as SUFFIX and PREFIX.
Two of the three basic comparison operators (< and >) cannot be used with SUFFIX or PREFIX. However, a special comparison operator (~) can be used with them to refer to ID ranges, sometimes referred to as the "BETWEEN" operator. Since multiple PREFIX or SUFFIX conditions are not mutually exclusive with themselves, ID ranges would not be able to be referred to accurately with only < and >. This special operator condenses the ranges to a single condition so that it can be evaluated as either true or fase, and is much more convenient than creating large groups of conditions using only = as comparison operators.
ItemDisplay[cm3 (PREFIX=1279 OR PREFIX=1280 OR PREFIX=1281 OR PREFIX=1291 OR PREFIX=1292 OR PREFIX=1293 OR PREFIX=1303 OR PREFIX=1304 OR PREFIX=1305 OR PREFIX=1315 OR PREFIX=1316 OR PREFIX=1317 OR PREFIX=1327 OR PREFIX=1328 OR PREFIX=1329 OR PREFIX=1339 OR PREFIX=1340 OR PREFIX=1341 OR PREFIX=1351 OR PREFIX=1352 OR PREFIX=1353)]: %NAME% +1appends +1 to any grand charm with a skill
ItemDisplay[cm3 PREFIX~1279-1353]: %NAME% +1appends +1 to any grand charm with a skill
See PD2's text files for updated info when game changes are made. The files are best viewed in table format since they are tab-delineated, so they should be opened with Microsoft Excel (or similar programs) or their text should be copy/pasted into a spreadsheet. For convenience, many of the game's text files are also saved on Google Drive: D2 Text File Tables.
Prefix/suffix IDs can be determined from PD2's MagicPrefix.txt and MagicSuffix.txt files. All lines have their own ID except the line between the classic affixes and the expansion affixes, which is skipped. The suffix IDs begin counting from 1 and the prefix IDs continue from where the suffixes end.
Zone IDs can be determined from PD2's Levels.txt file.
If the files in these locations are not updated by others, you can extract them yourself from pd2data.mpq (found in Diablo II/ProjectD2) using an MPQ editor and D2 listfile - the text files will be in /data/global/excel.