Item Filtering

Item filtering allows players to filter out items they don't want to see, and also change the appearance of items that are not filtered out. While there are in-game options for simple item filtering, players can use item filters to customize this to their liking. PD2's Filtering is open-source and based on BH 1.9.9.
For other out-of-game customization options, see Customization.
== Filters ==
Item filters (often called lootfilters) are text files which contain rules for describing how items should be displayed in-game. The default filter only has a few simple rules for adding descriptions to some items (map orbs and stackable gems/runes), and otherwise displays all items the same as they would be in vanilla.
By default, filtering is done using default.filter in the ProjectD2 directory - unless changed, it only has a few simple rules. If loot.filter is present in the same directory, it will be used instead of the default file. If a filter is selected from the launcher, it will be saved in ProjectD2\filters and be used instead via a loot.filter system link from the ProjectD2 directory.
These files will function if encoded in UTF-8 (default), but ANSI encoding is needed to allow special characters to display properly.
Filters can be selected from the launcher and enabled via the in-game Settings menu.
To install manually, download a filter file and save it to Diablo II\ProjectD2\filters\local and then select it from the launcher. Make sure the relevant in-game settings are enabled.
== Filter Syntax ==
Filters contain rules for how items should be displayed in-game. Each rule has Input and Output and follows this basic format:
 ItemDisplay[ Input ]: Output
The Input specifies a set of conditions an item must satisfy for the rule to apply to it, and Output specifies the actions (text or keywords) used when a matching item is found.
If a line doesn't follow this format, it won't be considered a rule, which means it won't affect how items will be displayed in-game. If a line is intentionally ignored like this, it should begin with // (double slash) so the computer can ignore it immediately rather than spend time checking the rest of the line to determine whether it's a rule or not.
Filter rules are processed in-order from top to bottom. Items are displayed according to the output of the first rule whose conditions they satisfy. If the matching rule doesn't include %CONTINUE%, the procedure is halted and no additional rules are checked. In this way, rules that are higher than others have higher priority. The only exception is for notification keywords, which apply regardless of where they are in the filter.
The simplest rule is one without any conditions or output. Sans conditions, the rule will apply to all items. Sans output, nothing will be displayed for those items.
ItemDisplay[]: hides all items
The next simplest rule is one that displays all items with their default appearances. The output keyword %NAME% refers to an item's default appearance, and varies depending on which item is being shown. All items are displayed by default - the game essentially adds this rule to the bottom of the filter before beginning to process the filter's rules.
ItemDisplay[]: %NAME% displays all items with their default names
ItemDisplay[]: %NAME%{%NAME%} displays all items with their default names and descriptions
=== Conditions ===
Conditions describe which item(s) the rule should apply to.
Many conditions refer to a single item or item group. These boolean conditions will be either true or false, depending on which item is being looked at.
ItemDisplay[key]: hides keys (they can still be purchased from merchants)
Value conditions typically refer to the value of a specific property on the item being looked at. They each have three parts: code, comparison operator (<,>,=), and value to compare against.
ItemDisplay[GOLD<100]: hides gold stacks if they are less than 100
Rules with multiple conditions may use logic operators (AND,OR,!) to specify how the conditions relate to each other. If no operator is used between conditions, AND will be assumed.
ItemDisplay[NMAG AND SOCKETS=1 AND CLVL>10]: hides regular 1-socket items if the character is above level 10
ItemDisplay[NMAG SOCKETS=1 CLVL>10]: hides regular 1-socket items if the character is above level 10 (same as above)
To make a rule apply to any item from within a group of conditions, use OR and parentheses.
ItemDisplay[NMAG (BOOTS OR GLOVES OR BELT) CLVL>10]: hides regular boots/gloves/belts if the character is above level 10
Parentheses can help combine conditions in other ways too.
ItemDisplay[(GOLD<100 OR (GOLD<1000 CLVL>50))]: hides gold stacks if they are less than 100, or less than 1000 if the character is above level 50
Negation (sometimes called the "NOT" operator) makes conditions mean the opposite of what they would otherwise. To negate a condition, use "!" in front of it.
ItemDisplay[MAG ETH ARMOR !ID]: hides magic ethereal armor that is not identified
Groups of conditions can be negated in the same way.
ItemDisplay[MAG !ID HELM !(BAR OR DRU OR ELT)]: hides magic unidentified helms that are not barbarian helms, druid pelts, or elite
In addition to the standard comparison operators, value conditions can also be used with the "BETWEEN" operator (~) to specify value ranges.
ItemDisplay[NMAG SOCKETS~1-2]: hides regular items with 1-2 sockets
ItemDisplay[NMAG SOCKETS>0 SOCKETS<3]: hides regular items with 1-2 sockets (same as above)
The following attribute codes can have addition applied between them prior to the condition being evaluated: STR, DEX, STAT3 (vitality) LIFE, MANA, FRES, CRES, LRES, PRES, EDEF, EDAM, FCR, AR, REPLIFE, STAT60 (life leech), STAT62 (mana leech)
ItemDisplay[RARE FRES+CRES+LRES+PRES>79]: %NAME% %RED%! appends a red ! to rares with 80+ total resistance
=== 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.
 Valid Text Characters
Category 	Characters
capital letters (eng)	ABCDEFGHIJKLMNOPQRSTUVWXYZ
small letters (eng) 	abcdefghijklmnopqrstuvwxyz
numerals 	0123456789
common symbols 	~!?@#$%^&*=-+_"'`,.:;<>|\()[]{}
space 	 
other symbols 	µ¶¢£¥®©§¿¡¯¨¬­¦«»÷×±ªº´¤°¹²³¼½¾·¸
other capital letters	ÐÞÆØÁÀÂÄÃÅÇÉÈÊËÍÌÎÏÑÓÒÔÖÕÚÙÛÜÝ
other small letters 	ðþæøáàâäãåçéèêëíìîïñóòôöõúùûüýÿß
* The last three categories require the filter file to be encoded in ANSI rather than the default UTF-8
* The soft hyphen character doesn't display correctly in many places (including this wiki) but does show up in-game
* These characters display as "?" if HD text is disabled: ·¸
* These characters aren't displayed at all if HD text is enabled: ¬­÷±¤ (including soft hyphen)
ItemDisplay[hdm]: %NAME% Horadric Malus
ItemDisplay[hdm]: Charsi's %NAME% Charsi's Horadric Malus
ItemDisplay[hdm]: Charsi's Favorite Hammer Charsi's Favorite Hammer
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[SOCKETS>0]: %NAME% %GRAY%[%SOCKETS%] displays socketed items with [X] appended in gray, where X is the number of sockets
The price of an item (displayed above the name when a merchant is selling it) can be recolored by using a color keyword after the rest of the output.
ItemDisplay[SHOP]: %NAME%%WHITE% changes the price color for shop items to white
As with elsewhere, the double slash (//) functions as an in-file way to write comments that will be ignored by the computer. Everything afterward will be ignored.
ItemDisplay[NMAG (aqv OR cqv)]: // hides regular arrows/bolts
When frequently enabling or disabling parts of a filter, putting // in front of those parts instead of deleting them can result in faster editing.
ItemDisplay[tsc]: //%NAME% this rule hides TP scrolls, but can be changed to display them instead by deleting // in front of %NAME%
//ItemDisplay[MAG (aqv OR cqv)]: // hides magic quivers if enabled this "rule" is ignored, but can be quickly re-enabled by deleting // from in front of ItemDisplay
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[SOCKETS>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 SOCKETS>0]: eth %NAME% [%SOCKETS%]
ItemDisplay[!ETH SOCKETS>0]: %NAME% [%SOCKETS%]
ItemDisplay[ETH SOCKETS=0]: eth %NAME%
ItemDisplay[!ETH SOCKETS=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.
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 be used in item descriptions for any item, or item names for the following: identified items whose rarity is magic or higher, runewords, and items within shops.
ItemDisplay[]: %NAME%{Affix Level: %ALVL%%NL%Item Level: %ILVL%} Shows item/affix levels on separate lines in description (same effect as Show Item Level setting)
The number of displayed characters for an item's name is capped at 56. The internal limit for an item's name includes additional characters for color keywords (3 characters each) and %NL% (2 characters each) and goes up to 125.
For example, a name that uses all 56 text characters and also uses 23 color keywords (69 internal characters) would have an internal size of 125 (56+69) and work as expected, but attempting to add another color will break things.
The cap for item descriptions is much higher at 500 total characters and, unlike for item names, is the same for both displayed characters and internal characters.
=== Aliases ===
Custom aliases can be defined to ease readability of filters or to condense common condition combinations or output text.
Aliases act as a very simple Find-and-Replace that occurs when a filter is loaded. As such, they can be defined anywhere in the filter.
These are defined using the following format
 Alias[ TextToReplace ]: TextToBeInserted
Example:
Alias[RWBASES]: (NMAG !INF !RW SOCK=0)
ItemDisplay[FILTLVL>1 RWBASES]: %NAME% Socket Me
when loaded would be expanded to
ItemDisplay[FILTLVL>1 (NMAG !INF !RW SOCK=0)]: %NAME% Socket Me
On the output side, aliases follow the same convention as other keywords.
Example:
Alias[SOCKETCOUNT]: %WHITE% [%GRAY%%SOCK%%WHITE%]
ItemDisplay[NMAG SOCK>0]: %NAME%%SOCKETCOUNT%
when loaded would be expanded to
ItemDisplay[NMAG SOCK>0]: %NAME%%WHITE% [%GRAY%%SOCK%%WHITE%]
== Filter Strictness ==
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[]: Low Strictness Adds a new filter strictness level named "Low Strictness"
ItemDisplayFilterName[]: Medium Strictness Adds a new filter strictness level named "Medium Strictness"
ItemDisplayFilterName[]: High Strictness Adds a new filter strictness level named "High Strictness"
In addition to level 0 ("Show All Items") which is always available, up to 12 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 ====
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 	custom
%SAGE% 	Sage 	custom
%TEAL% 	Teal 	custom
%LIGHT_GRAY%	Light Gray	custom
* Custom text colors only work with Glide or if HD text is enabled, and will otherwise revert to the most similar non-Glide color
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.
ItemDisplay[wss]: %RED%%NAME% Worldstone Shard
ItemDisplay[wss]: %RED%Worldstone Shard Worldstone Shard
==== Value References ====
Code 	Output 	Details
%NAME% 	item name 	item's default appearance - can be modified/replaced with %CONTINUE%
%ILVL% 	item level 	1 - 99
%ALVL% 	affix level 	1 - 99used to determine which affixes can roll for magic/rare/crafted items
%CRAFTALVL%	prospective crafted ALVL	1 - 99what the resulting crafted item's ALVL will be if the item is used by the character as a crafting ingredient
%LVLREQ% 	level requirement 	0 - 99
%PRICE% 	item vendor price 	1 - 35000
%QTY% 	quantity 	0 - 350
%RANGE% 	melee range adder 	0 - 5
%WPNSPD% 	weapon speed modifier 	-60 - 20
%RUNENUM% 	rune number 	0 - 33
%RUNENAME% 	rune name 	excludes "Rune" (e.g. "Vex" instead of "Vex Rune")
%GEMLEVEL% 	gem quality 	Chipped, Flawed, Normal, Flawless, Perfect
%GEMTYPE% 	gem type 	Amethyst, Diamond, Emerald, Ruby, Sapphire, Topaz, Skull
%CODE% 	item code 	
Additionally, keywords also exist for each named attribute code (except MAXDUR) and each numbered attribute code. Some examples are:
Code 	Output 	Details
%SOCKETS%	total sockets 	
%DEF% 	total defense 	
%ED% 	enhanced defense/damage 	refers to defense for armor,damage for weapons
%EDEF% 	+N% Enhanced Defense 	Includes bonuses from runewords and sockets(ED does not include these)
%EDAM% 	+N% Enhanced Damage 	Includes bonuses from runewords and sockets(ED does not include these)
%AR% 	+N to Attack Rating 	
%RES% 	All Resistances +N 	
%STR% 	+N to Strength 	
%DEX% 	+N to Dexterity 	
%STAT1% 	+N to Energy 	
%STAT3% 	+N to Vitality 	
%STAT36% 	Physical Damage Taken Reduced by N% 	
%STAT58% 	+X Poison Damage over Y Secondsbitrate N = (256X) / (25Y)	
%STAT60% 	N% Life Stolen per Hit 	
%STAT62% 	N% Mana Stolen per Hit 	
%STAT86% 	+N Life after each Kill 	
%STAT91% 	Requirements +N% 	
%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 	
%SK48% 	+N to Nova (Sorceress Only) 	see multi-layered stats
==== Notification Keywords ====
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 	? 	9F
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 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 is most likely due to the game making a separate pass through the filter file for notification keywords - the first pass ignores notification keywords, and the second pass ignores everything else.
==== Special Keywords ====
Code 	Details
%CONTINUE%	the item is compared against additional rules instead of being displayed by the current rulethe current rule's output is stored in %NAME%
%NL% 	specifies a new line (lines are constructed bottom-up)only works within braces (descriptions) or for ID !NMAG, RW, or SHOP items (identified items which are magic or higher rarity, runewords, or items within shops)
{} 	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 0-12)
=== 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
==== Item Group Codes ====
===== General Groups =====
====== Item Rarities ======
Code 	Group
NMAG 	Regularmost 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 	Helms 	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 throwing knives/axes, all javelins, throwing potions
WP6 	JAV 	Javelins 	includes Amazon javelins
WP7 	SPEAR 	Spears 	includes Amazon spears
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 	
CLUB 	 	Clubs (mace subtype) 	
TMACE 	 	Tipped Maces (mace subtype)	
HAMMER	 	Hammers (mace subtype) 	
===== Class-Restricted Item Groups =====
Code 	Code	Group
CL1 	DRU 	Druid pelts
CL2 	BAR 	Barbarian helms
CL3 	DIN 	Paladin shields
CL4 	NEC 	Necromancer shields
CL5 	SIN 	Assassin weapons
CL6 	SOR 	Sorceress weapons
CL7 	ZON 	Amazon weapons
CLASS	 	All class-restricted items
=== Value Conditions ===
==== Info Codes ====
Code 	Description 	Details
GOLD 	Gold 	can be hidden, but not modified (always displays as "N Gold")gold is automatically picked up (hiding it does not prevent this)
GEMLEVELGEM	gem quality level 	1 - 5 (Chipped-Perfect)
GEMTYPE 	gem type 	1 - 7 (Amethyst, Diamond, Emerald, Ruby, Sapphire, Topaz, Skull)
RUNE 	rune number 	1 - 33 (El-Zod)
QTY 	quantity 	
LVLREQ 	level requirement 	
PRICE 	vendor sell value 	
ALVL 	affix level 	used to determine which affixes can roll for magic/rare/crafted items
CRAFTALVL 	prospective crafted ALVL	what the resulting crafted item's ALVL will be if the item is used as a crafting ingredient by the character
QLVL 	quality level 	
ILVL 	item level 	
CLVL 	character level 	
DIFF 	difficulty 	0 - 2 (Normal, Nightmare, Hell)
MAPID 	current zone 	1 - 175 (see details)
MAPTIER 	map tier 	0 - 5 (PvP, T1, T2, T3, Dungeon, Unique)
PREFIX 	item prefix 	1 - 805 (see details)
SUFFIX 	item suffix 	1 - 900 (see details)
AUTOMOD 	item automod 	1 - 44 (see details)
FILTLVL 	filter strictness level 	0 - 12 (Show All Items, up to 12 custom levels)
==== Named Attribute Codes ====
Code 	Description 	Item Appearance 	Details
SOCKETSSOCK	total sockets 	Socketed (N) 	
DEF 	total defense 	Defense: N+N Defense 	
ED 	enhanced defense/damage	+N% Enhanced Defense+N% Enhanced Damage 	refers to defense for armor,damage for weapons
EDEF 	enhanced defense 	+N% Enhanced Defense 	Includes bonuses from runewords and sockets(ED does not include these)
EDAM 	enhanced damage 	+N% Enhanced Damage 	Includes bonuses from runewords and sockets(ED does not include these)
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
==== Numbered Attribute Codes ====
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.
===== General =====
Code 	Item Appearance
STAT0 	+N to Strength
STAT1 	+N to Energy
STAT2 	+N to Dexterity
STAT3 	+N to Vitality
STAT7 	+X to Life (N = 256X)
STAT9 	+X to Mana (N = 256X)
STAT11 	+N Maximum Stamina
STAT16 	+N% Enhanced Defense
STAT19 	+N to Attack Rating
STAT20 	Chance to Block: N%
STAT27 	Regenerate Mana N%
STAT28 	Heal Stamina +N%
STAT31 	+N Defense
STAT32 	+N Defense vs. Missile
STAT33 	+N Defense vs. Melee
STAT34 	Physical Damage Taken Reduced by N
STAT35 	Magic & Elemental Damage Taken Reduced by N
STAT36 	Physical Damage Taken Reduced by N%
STAT60 	N% Life Stolen per Hit
STAT62 	N% Mana Stolen per Hit
STAT68 	+N% Increased Attack Speed
STAT70 	Quantity: N
STAT72 	Durability: N of Y
STAT73 	Durability: X of N
STAT74 	Replenish Life +N
STAT75 	Increase Maximum Durability N%
STAT76 	Increase Maximum Life N%
STAT77 	Increase Maximum Mana N%
STAT78 	Attacker Takes Damage of N
STAT79 	N% Extra Gold from Monsters
STAT80 	N% Better Chance of Getting Magic Items
STAT81 	Knockback
STAT85 	+N% to Experience Gained
STAT86 	+N Life after each Kill
STAT87 	Reduces All Vendor Prices N%
STAT89 	+N to Light Radius
STAT91 	Requirements +N%
STAT93 	+N% Increased Attack Speed
STAT96 	+N% Faster Run/Walk
STAT99 	+N% Faster Hit Recovery
STAT102	+N% Faster Block Rate
STAT105	+N% Faster Cast Rate
STAT108	Slain Monsters Rest in Peace
STAT109	N% Reduced Curse Duration
STAT110	Poison Length Reduced by N%
STAT112	Hit Causes Monster to Flee N%
STAT113	Hit Blinds Target +N
STAT114	N% Damage Taken Gained as Mana when Hit
STAT115	Ignore Target's Defense
STAT116	-N% Target Defense
STAT117	Prevent Monster Heal
STAT118	Half Freeze Duration
STAT119	N% Bonus to Attack Rating
STAT120	-N to Monster Defense per Hit
STAT123	+N to Attack Rating against Demons
STAT124	+N to Attack Rating against Undead
STAT127	+N to All Skills
STAT128	Attacker Takes Lightning Damage of N
STAT134	Freezes Target +N
STAT135	N% Chance of Open Wounds
STAT136	N% Chance of Crushing Blow
STAT138	+N to Mana after each Kill
STAT139	+N Life after each Demon Kill
STAT140	N% Extra Bloody (Hidden Cosmetic)
STAT141	N% Deadly Strike
STAT150	Slows Target by N%
STAT152	Indestructible
STAT153	Cannot Be Frozen
STAT154	N% Slower Stamina Drain
STAT156	+N% Chance to Pierce
STAT157	Fires Magic Arrows
STAT158	Fires Explosive Arrows or Bolts
STAT194	Socketed (N)
STAT252	Repairs X Durability in Y Seconds (N = 100/Y)
STAT360	Corrupted (values for N)
STAT422	Replenishes 1 Charge in 3 Seconds
STAT424	+N Life after each Hit
STAT425	-N% to Enemy Physical Resistance
STAT486	Mirrored
STAT477	transform_dye (N: black=4, white=21)
STAT501	+N Open Wounds Damage per Second
STAT504	Curse Resistance +N%
===== Elements =====
Code 	Item Appearance
STAT37 	Magic Resist +N%
STAT38 	+N% to Maximum Magic Resist
STAT39 	Fire Resist +N%
STAT40 	+N% to Maximum Fire Resist
STAT41 	Lightning Resist +N%
STAT42 	+N% to Maximum Lightning Resist
STAT43 	Cold Resist +N%
STAT44 	+N% to Maximum Cold Resist
STAT45 	Poison Resist +N%
STAT46 	+N% to Maximum Poison Resist
STAT142	Fire Absorb N%
STAT143	+N Fire Absorb
STAT144	Lightning Absorb N%
STAT145	+N Lightning Absorb
STAT146	Magic Absorb N%
STAT147	+N Magic Absorb
STAT148	Cold Absorb N%
STAT149	+N Cold Absorb
STAT333	-N% to Enemy Fire Resistance
STAT334	-N% to Enemy Lightning Resistance
STAT335	-N% to Enemy Cold Resistance
STAT336	-N% to Enemy Poison Resistance
STAT362	+N to Cold Skills
STAT363	+N to Fire Skills
STAT364	+N to Lightning Skills
STAT365	+N to Poison Skills
STAT366	+N to Magic Skills
===== Damage =====
Code 	Item Appearance
STAT17 	+N% Enhanced Damage(off-weapon minimum)
STAT18 	+N% Enhanced Damage(off-weapon maximum)
STAT21 	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 DamageN = duration
STAT57 	+X Poison Damage over Y Secondsbitrate N = (256X) / (25Y)
STAT58 	+X Poison Damage over Y Secondsbitrate 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_dropcrafting
STAT498	map_glob_extra_boss
STAT499	map_glob_add_mon_shriek
STAT500	Area Contains a Random Event
STAT502	map_mon_dropcharms
STAT503	map_glob_dropcorrupted
STAT186	map_glob_boss_dropskillers
STAT187	map_glob_boss_dropcorruptedunique
STAT505	map_glob_boss_dropfacet
STAT506	map_mon_dropjewels
 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
STAT185	uber_difficulty
STAT189	openwounds_stack
STAT190	curse_slots
STAT191	item_skillonequip
STAT213	item_mindamage_energy
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
STAT192	unused192
STAT193	unused193
STAT202	unused202
STAT203	unused203
STAT205	unused204
STAT206	unused205
STAT207	unused206
STAT208	unused207
STAT209	unused208
STAT210	unused209
STAT211	unused210
STAT212	unused211
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 - if follows this format:
 MULTI Stat_ID , Layer_ID = Value
Any of the comparison operators (<,>,=) may be used - below is a list of stats with extra layers:
Name 	Stat ID	Layer ID 	Value 	Example
Class Skill 	83 	class_id 	skill_bonus 	MULTI83,2=2 (Hellfire Torch with Necromancer skills)
OSkill 	97 	skill_id 	skill_bonus 	MULTI97,74=20 (Corpsemourn)
Single Skill 	107 	skill_id 	skill_bonus 	MULTI107,20=3 (Thunderstroke)
Elemental Skill 	126 	elemental_id (1, 2, 3, 4, 5) 	skill_bonus 	MULTI126,4>0 (Snowclash)
Aura when Equipped 	151 	skill_id 	aura_level 	MULTI151,98>5 (Templar's Might)
Reanimate as: 	155 	monster_id 	% chance 	MULTI155,492=6 (Demon Machine)
Class Skill Tab 	188 	skilltab_id 	skill_bonus 	MULTI188,25>4 (Cloudcrack)
Skill Buff when Equipped 	191 	skill_id 	skill_level 	MULTI191,555=11 (Blackoak Shield)
Cast on Attack 	195 	(skill_id * 64) + skill_level	% chance 	MULTI195,3028=15 (Todesfaelle Flamme)
Cast when you Kill an Enemy	196 	(skill_id * 64) + skill_level	% chance 	MULTI196,28569=50 (Executioner's Justice)
Cast when you Die 	197 	(skill_id * 64) + skill_level	% chance 	MULTI197,3615=100 (Rainbow Facet)
Cast on Striking 	198 	(skill_id * 64) + skill_level	% chance 	MULTI198,792=8 (Demon Machine)
Cast on Level-up 	199 	(skill_id * 64) + skill_level	% chance 	MULTI199,2973=100 (Rainbow Facet)
Cast on Casting 	200 	(skill_id * 64) + skill_level	% chance 	MULTI200,7196=20 (Akarat's Devotion)
Cast when Struck 	201 	(skill_id * 64) + skill_level	% chance 	MULTI201,2821=10 (Coldkill)
Cast on Block 	202 	(skill_id * 64) + skill_level	% chance 	MULTI202,16910=6 (Twilight's Reflection)
Charge Skill 	204 	(skill_id * 64) + skill_level	current_charges + (max_charges * 256)	MULTI204,5455=7453 (Bloodmoon)
Melee Splash 	359 	(skill_id * 64) + skill_level	% chance 	MULTI359,22913=100
Melee Splash (map mod) 	427 	(skill_id * 64) + skill_level	% chance 	MULTI427,22913=100
Skill on Death (map mod) 	453 	(skill_id * 64) + skill_level	% chance 	
There are also alternative ways to replicate what MULTI does for specific stats:
Stat 	MULTI 	Alternative	Example
Class Skill 	MULTI83 	CLSK 	CLSK2=2 (Hellfire Torch with Necromancer skills)
OSkill 	MULTI97 	OS 	OS74=20 (Corpsemourn)
Single Skill 	MULTI107	SK 	SK20=3 (Thunderstroke)
Class Skill Tab	MULTI188	TABSK 	TABSK25>4 (Cloudcrack)
==== Skill Codes ====
===== Group Skills =====
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	Holy Sword
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
SK368	Deep Wounds
====== 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
SK442	Amplify Damage (Proc)
SK443	Weaken (Proc)
SK444	Iron Maiden (Proc)
SK445	Life Tap (Proc)
SK446	Decrepify (Proc)
SK447	Lower Resist (Proc)
SK554	Energy Shield (Item Supplied)
SK555	Chilling Armor (Item Supplied)
SK556	Burst of Speed (Item Supplied)
SK557	Blade Shield (Item Supplied)
=== 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
176	Zhar's Sanctum
177	Hidden Waterways
178	Colonnades of Madness
179	Counselor's Causeway
180	Unused
181	Stygian Caverns
182	Stronghold of Acheron
183	Fallen Gardens
184	Diamond Gate
==== 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 reliably used with SUFFIX or PREFIX, but the "BETWEEN" comparison operator (~) works well with them - it was actually developed specifically for them. 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 >. The "BETWEEN" 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>1278 PREFIX<1354]: %NAME% +1 no effect (don't use)
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% +1 appends +1 to any grand charm with a skill
ItemDisplay[cm3 PREFIX~1279-1353]: %NAME% +1 appends +1 to any grand charm with a skill (same as above)
External Chart of IDs: Affix IDs
==== STAT360 IDs ====
STAT360 refers to which corruption items have.
ItemDisplay[STAT360>0]: %NAME% %RED%* appends a red * to corrupted items
ID	Corruption
0 	Not Corrupted
1 	?
2 	Enhanced Damage
3 	Attack Rating (Weapons[T1] & non-weapons)
4 	Life after Hit
5 	Attack Rating vs Demons, Damage to Demons
6 	Reduced Requirements
7 	Magic Find
8 	Life After Each Kill
9 	Mana After Each Kill
10	Max Mana
11	Faster Hit Recovery (unused)
12	Ps Enemy Fire Res Reduc
13	Ps Enemy Lightn Res Reduc
14	Ps Enemy Cold Res Reduc
15	Ps Enemy Psn Res Reduc
16	Faster Cast (Weapons)
17	Life Leech, Enhanced Damage
18	Attack Rating (Weapons[T2])
19	Deadly Strike
20	Increased Attack Speed
21	Crushing Blow
22	Increased Attack Speed, Enhanced Damage
23	Increased Attack Speed, Crushing Blow
24	Ignore Targets Defense, Enhanced Damage
25	Deadly Strike, Enhanced Damage
ID	Corruption
26	Attack Rating, Enhanced Damage
27	All Skills (Weapons)
28	Fire Mastery, Faster Cast
29	Cold Mastery, Faster Cast
30	Lightning Mastery, Faster Cast
31	Poison Mastery, Faster Cast
32	Sockets
33	Enhanced Defense
34	Replenish Life
35	Faster Hit Recovery
36	Fire Resist
37	Cold Resist
38	Lightning Resist
39	Poison Resist
40	Mana Recovery Bonus
41	Thorns per Level
42	Faster Cast (Non-weapons)
43	Enhanced Life
44	Faster Run Walk
45	Cannot Be Frozen
46	Dmg Reduction
47	Magic Dmg Reduction
48	Indestructible, Enhanced Defense
49	Curse Resistance (Chest, Helm, Quiver, Shield)
50	All Skills (Non-weapons)
ID	Corruption
51	All Res
52	Dmg Reduction Pct
53	Max Fire Resist, Fire Resist
54	Max Cold Resist, Cold Resist
55	Max Lightning Resist, Lightning Resist
56	Max Poison Resist, Poison Resist
57	Life Leech
58	Mana Leech
59	Attack Rating, Light Radius
60	Gold Find
61	Max Hp
62	Curse Resistance (Boots, Belt, Ring)
63	Piercing Attack
64	Faster Block
65	All Attributes
66	Reduce Targets Defense
67	To Block
68	Strength
69	Dexterity
70	Vitality
71	Energy
72	All Res Max
73	To Block, Faster Block
74	Minimum Damage
75	Maximum Damage
ID	Corruption
76	Ignore Targets Defense
77	Attack Rating vs Undead, Damage to Undead
78	Deadly Strike (mon), Density, Experience
79	Cannot be Frozen (mon), Increased Maximum Life (mon), Experience, Density
80	Faster Attack Rate, Faster Cast Rate, Density, Rarity
81	Physical Resist, Density, Rarity
82	Faster Attack Rate, Faster Cast Rate, Velocity, Density, Rarity
83	Magic Find, Gold Find, Rarity
84	Density
85	Area Level, Density
86	Rarity
87	All Maximum Resistances, Density, Rarity
88	Extra Jewelry
89	Experience Gained
90	Vitality, Energy
Source of Information on this Page
Corruption IDs can be determined from PD2's BH files.
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.