Items are objects that have various purposes. They are the mainstay that helps the player(s) customize his/her/their character(s). Many types of items can be equipped by the player character such as, armor, jewelry, and weapons. Weapons can be melee, ranged or thrown.
Items can also be consumed for various effects, craft/upgrade/boost gear, or grant access to various locations/factions.
Categories
Items can be classified into
- Equipment — items that can be worn equipped by the player character. Includes all weapons, armor and jewelry.
- Currency — items that can be used for trade, the most common being gold.
- Socketables — items that are inserted into equipment to grant them various buffs. Includes gems, jewels, legendary gems and runes.
- Potions/Elixirs — single use items that grant recovery or various temporary buffs. Can be crafted or bought.
- Globes — items similar to potions, but cannot be stored in the inventory. They are automatically used if the player runs over them, and are dropped by monsters; especially the elites.
- Crafting materials — items that can be used to craft, repair and upgrade equipment, potions and other items.
- Quest Items — items gotten exclusively during quests whose sole purpose is to progress that quest (or a future one).
- Tomes — books,scrolls, inscriptions or letters found during quests or in the wilderness which contain important lore.
- Skins— items that transmogrify player appearance. They are usually gotten as rewards during events.
Characteristics
Items have the following in common:
- They can be traded with trading NPCs (with the exception of Quest Items);
- They can be held in a character's inventory;
- They can be dropped by killed monsters on the ground or by opening chests and breaking containers;
- They can be dropped on the ground;
Items are the various tools and trinkets that can be found, collected, used and sold by the player character. They are found by:
- Killing monsters
- Opening chests
- Breaking containers
- Purchasing from NPCs, including gambling
- Completing quests
- Crafting in the Horadric Cube (Diablo II) or Kanai's Cube (Diablo III)
- Crafting at artisans (Diablo III)
- Salvaging
Items
The first items which were introduced in Diablo I:
There are many different categories of items introduced in Diablo II:
More categories were introduced in Diablo II: Lord Of Destruction:
Item changes in Diablo III:
- Shoulders were introduced
- Pants were introduced
- Bracers were introduced
- Runes are no longer items, but instead affect how skills work, being replaced with Skill Runes
- Elixirs and most Potion types were removed; instead, players can find Legendary Potions
- Jewels were removed, replaced by Legendary Gems
- Legendary Items added, replacing Unique Items
Item changes in Diablo Immortal
- All primary gear (equipments for head, shoulders, chest, legs, main hand and off hand equipment slots) are now class specific
- Set items consist of only secondary gear (equipments for arms, neck, waist, feet, wrists and fingers equipment slots)
- Bracelets were introduced, occupying the wrist slot
- Essence Transfer was introduced for Legendary Items
Item Generation
In Diablo II, each item was given a certain Item Level which was stored in a huge database in the game files. Whenever a monster is killed, the game looks at the Monster Level and the Area in which the monster was killed. Then, the game looks at the item tables and rolls an item to drop. The magical attributes are also chosen by rolling all the Magical Prefixes and Suffixes. Then, the item is dropped on the ground. When opening a chest or breaking a container, a similar procedure is carried out but using only the Area Level in the calculation. Unique and Champion monsters have a boost to their monster level. So, they have better than normal drop rates.
|