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		<updated>2026-09-24T03:15:58Z</updated>
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	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Runewords&amp;diff=6430</id>
		<title>Runewords</title>
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				<updated>2008-07-04T03:02:08Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: Changed a misspelling&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{runewords}}For weapons you'll want to find the best type of weapon possible, since that's what the bonus damage is based on.  Same with Armor if you are after Defense and shields for blocking percentage.  If defense isn't important, look for an item that looks good, has low requirements, and for armor and shields, is not going to slow your running speed.&lt;br /&gt;
&lt;br /&gt;
'''To Make a RuneWord'''&lt;br /&gt;
&lt;br /&gt;
# Items used for RuneWords '''must be gray text items''', normal, exceptional, or Elite.  Low Quality, Superior, and Ethereal can be used, but you can not use magical, Rare, Set, Crafted, or Unique items, even if they have the correct number of sockets.&lt;br /&gt;
# The item must be of the '''correct type'''.&lt;br /&gt;
# The item must have exactly the '''correct number of sockets''' (no more).&lt;br /&gt;
# You must socket the Runes in the '''correct order'''.&lt;br /&gt;
&lt;br /&gt;
=Alphabetical List of All Runewords=&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;20%&amp;quot; | Runeword&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; width=&amp;quot;32%&amp;quot; | Stats&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; | Comments&lt;br /&gt;
! colspan=&amp;quot;3&amp;quot; | Active In&lt;br /&gt;
|-&lt;br /&gt;
! 1.11&lt;br /&gt;
! 1.10&lt;br /&gt;
! 1.09&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Ancients Pledge&amp;quot;&amp;gt;'''Ancient's Pledge'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt; RalOrtTal &amp;lt;br&amp;gt; Ral (8) + Ort (9) + Tal (7)&amp;lt;br&amp;gt; Shields&amp;lt;br&amp;gt; Clvl Required: 21&lt;br /&gt;
| +43% Cold Resistance&amp;lt;br&amp;gt; +48% Fire/Lightning/Poison Resistance&amp;lt;br&amp;gt; 10% Damage Taken Goes to Mana&amp;lt;br&amp;gt; +50% ED&lt;br /&gt;
| Recipe is given by Qual-Kehk as a reward for completing [http://www.diabloii.net/quests/act-five.shtml#q2  the second quest ] in Act Five. Bonuses will stack on top of a Paladin's inherent shield properties.&lt;br /&gt;
&lt;br /&gt;
See it [[Ancients Pledge| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Beast'''&amp;lt;br&amp;gt;''BerTirUmMalLum''&amp;lt;br&amp;gt;Ber (30) + Tir (3) + Um (22) + Mal (23) + Lum (17) &amp;lt;br&amp;gt; Axes, Hammers &amp;amp; Scepters&amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| Level 9 Fanaticism Aura When Equipped&amp;lt;br&amp;gt; +40% Increased Attack Speed&amp;lt;br&amp;gt; +240-270% Enhanced Damage (varies)&amp;lt;br&amp;gt; 20% Chance of Crushing Blow&amp;lt;br&amp;gt; 25% Chance of Open Wounds&amp;lt;br&amp;gt; +3 To Werebear&amp;lt;br&amp;gt; +3 To Lycanthropy&amp;lt;br&amp;gt; Prevent Monster Heal&amp;lt;br&amp;gt; +25-40 To Strength (varies)&amp;lt;br&amp;gt; +10 To Energy&amp;lt;br&amp;gt; +2 To Mana After Each Kill&amp;lt;br&amp;gt; Level 13 Summon Grizzly (5 Charges)&lt;br /&gt;
| See it [[Beast| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Black'''&amp;lt;br&amp;gt;''ThulIoNef''&amp;lt;br&amp;gt; Thul (10) + Io (16) + Nef (4)&amp;lt;br&amp;gt; Clubs, hammers, maces&amp;lt;br&amp;gt; Clvl Required: 35&lt;br /&gt;
| +120% Enhanced Damage&amp;lt;br&amp;gt; +200 to Attack Rating&amp;lt;br&amp;gt; +3-14 Cold Damage (3 sec)&amp;lt;br&amp;gt; 15% Increased Attack Speed&amp;lt;br&amp;gt; Knockback&amp;lt;br&amp;gt; 12 Level 4 Corpse Explosion Charges&amp;lt;br&amp;gt; 40% Chance of Crushing Blow&amp;lt;br&amp;gt; -2 Magic Damage&amp;lt;br&amp;gt; +10 to Vitality&lt;br /&gt;
| See it[[Black| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Bone'''&amp;lt;br&amp;gt;''SolUmUm''&amp;lt;br&amp;gt; Sol (12) + Um (22) + Um (22)&amp;lt;br&amp;gt;Armor&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| 15% Chance To Cast level 10 Bone Armor When Struck &amp;lt;br&amp;gt; 15% Chance To Cast level 10 Bone Spear On Striking &amp;lt;br&amp;gt; +2 To Necromancer Skill Levels &amp;lt;br&amp;gt; +100-150 To Mana (varies) &amp;lt;br&amp;gt; All Resistances +30 &amp;lt;br&amp;gt; Damage Reduced By 7&lt;br /&gt;
| Useful Necromancer bonuses. &lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Bramble''' &amp;lt;br&amp;gt;''RalOhmSurEth''&amp;lt;br&amp;gt; Ral (8) + Ohm (27) + Sur (29) + Eth (5) &amp;lt;br&amp;gt;Armor &amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| Level 15-21 Thorns Aura When Equipped (varies) &amp;lt;br&amp;gt; +50% Faster Hit Recovery &amp;lt;br&amp;gt; +100% To Poison Skill Damage &amp;lt;br&amp;gt; +300 Defense &amp;lt;br&amp;gt; Increase Maximum Mana 5% &amp;lt;br&amp;gt; Regenerate Mana 15% &amp;lt;br&amp;gt; +5% To Maximum Cold Resist &amp;lt;br&amp;gt; Fire Resist +30% &amp;lt;br&amp;gt; Poison Resist +100% &amp;lt;br&amp;gt; +13 Life After Each Kill &amp;lt;br&amp;gt; Level 13 Spirit of Barbs (33 Charges)&lt;br /&gt;
| See it [[bramble| here]]. &amp;lt;br&amp;gt; &lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Brand'''&amp;lt;br&amp;gt;''JahLoMalGul''&amp;lt;br&amp;gt; Jah (31) + Lo (28) + Mal (23) + Gul(25)&amp;lt;br&amp;gt;Missile Weapons&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| 35% Chance To Cast Level 14 Amplify Damage When Struck &amp;lt;br&amp;gt; 100% Chance To Cast Level 18 Bone Spear On Striking &amp;lt;br&amp;gt; +260-340% Enhanced Damage (varies) &amp;lt;br&amp;gt; Ignore Target's Defense &amp;lt;br&amp;gt; 20% Bonus to Attack Rating &amp;lt;br&amp;gt; +280-330% Damage To Demons (varies) &amp;lt;br&amp;gt; 20% Deadly Strike &amp;lt;br&amp;gt; Prevent Monster Heal &amp;lt;br&amp;gt; Knockback &amp;lt;br&amp;gt; Fires Explosive Arrows or Bolts (15)&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| '''Breath of the Dying'''&amp;lt;br&amp;gt;''VexHelElEldZodEth''&amp;lt;br&amp;gt; Vex (26) + Hel (15) + El (1) + Eld (2) + Zod (33) + Eth (5)&amp;lt;br&amp;gt; All Weapons&amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| 50% Chance To Cast Level 20 Poison Nova When You Kill An Enemy&amp;lt;br&amp;gt; Indestructible&amp;lt;br&amp;gt; +60% Increased Attack Speed&amp;lt;br&amp;gt; +350-400% Enhanced Damage (varies)&amp;lt;br&amp;gt; +200% Damage To Undead&amp;lt;br&amp;gt; -25% Target Defense&amp;lt;br&amp;gt; +50 To Attack Rating&amp;lt;br&amp;gt; +50 To Attack Rating Against Undead&amp;lt;br&amp;gt; 7% Mana Stolen Per Hit&amp;lt;br&amp;gt; 12-15% Life Stolen Per Hit (varies)&amp;lt;br&amp;gt; Prevent Monster Heal&amp;lt;br&amp;gt; +30 To All Attributes&amp;lt;br&amp;gt; +1 To Light Radius&amp;lt;br&amp;gt; Requirements -20%&lt;br /&gt;
| See it[[Breath of the Dying| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Call to Arms'''&amp;lt;br&amp;gt;''AmnRalMalIstOhm''&amp;lt;br&amp;gt; Amn (11) + Ral (8) + Mal (23) + Ist (24) +Ohm (27)&amp;lt;br&amp;gt; All Weapons&amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| +2 To All Skills&amp;lt;br&amp;gt; +40% Increased Attack Speed&amp;lt;br&amp;gt; +200-240% Enhanced Damage (varies)&amp;lt;br&amp;gt; Adds 5-30 Fire Damage&amp;lt;br&amp;gt; 7% Life Stolen Per Hit&amp;lt;br&amp;gt; +1-6 To Battle Command&amp;lt;br&amp;gt; +1-3 To Battle Orders&amp;lt;br&amp;gt; +1-2 To Battle Cry&amp;lt;br&amp;gt; Prevent Monster Heal&amp;lt;br&amp;gt; Replenish Life +12&amp;lt;br&amp;gt; 30% Better Chance of Getting Magic Items&lt;br /&gt;
| See it[[Call to Arms| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Chains of Honor''' &amp;lt;br&amp;gt;''DolUmBerIst''&amp;lt;br&amp;gt; Dol (14) + Um (22) + Ber (30) + Ist(24) &amp;lt;br&amp;gt;Armor &amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| +2 To All Skills &amp;lt;br&amp;gt; +200% Damage To Demons &amp;lt;br&amp;gt; +100% Damage To Undead &amp;lt;br&amp;gt; 8% Life Stolen Per Hit &amp;lt;br&amp;gt; +70% Enhanced Defense &amp;lt;br&amp;gt; +20 To Strength &amp;lt;br&amp;gt; Replenish Life +7 &amp;lt;br&amp;gt; All Resistances +65 &amp;lt;br&amp;gt; Damage Reduced By 8% &amp;lt;br&amp;gt; 25% Better Chance of Getting Magic Items&lt;br /&gt;
| See it [[Chains of Honor| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Chaos'''&amp;lt;br&amp;gt;''FalOhmUm''&amp;lt;br&amp;gt;  Fal (19) + Ohm (27) + Um (22)&amp;lt;br&amp;gt;Claws&amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| 9% Chance To Cast Level 11 Frozen Orb On Striking&amp;lt;br&amp;gt; 11% Chance To Cast Level 9 Charged Bolt On Striking&amp;lt;br&amp;gt; +35% Increased Attacked Speed&amp;lt;br&amp;gt; +240-290% Enhanced Damage (varies)&amp;lt;br&amp;gt; Adds 216-471 Magic Damage&amp;lt;br&amp;gt; 25% Chance of Open Wounds&amp;lt;br&amp;gt; +1 To Whirlwind&amp;lt;br&amp;gt; +10 To Strength&amp;lt;br&amp;gt; +15 Life After Each Demon Kill&lt;br /&gt;
| See it[[Chaos| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Crescent Moon'''&amp;lt;br&amp;gt;''ShaelUmTir''&amp;lt;br&amp;gt; Shael (13) + Um (22) + Tir(3)&amp;lt;br&amp;gt; Axes, Polearms &amp;amp; Swords&amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| 10% Chance To Cast Level 17 Chain Lightning On Striking&amp;lt;br&amp;gt; 20% Chance To Cast Level 13 Static Field On Striking&amp;lt;br&amp;gt; +20% Increased Attack Speed&amp;lt;br&amp;gt; +220-260% Enhanced Damage (varies)&amp;lt;br&amp;gt; Ignore Target's Defense&amp;lt;br&amp;gt; -35% To Enemy Lightning Resistance&amp;lt;br&amp;gt; 25% Chance of Open Wounds&amp;lt;br&amp;gt; +9-11 Magic Absorb (varies)&amp;lt;br&amp;gt; +2 To Mana After Each Kill&amp;lt;br&amp;gt; Level 18 Summon Spirit Wolf (30 Charges)&lt;br /&gt;
| See it[[Crescent Moon| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Death'''&amp;lt;br&amp;gt;''HelElVexOrtGul''&amp;lt;br&amp;gt;Hel (15) + El (1) + Vex (26) + Ort (9) + Gul (25)&amp;lt;br&amp;gt;Swords &amp;amp; Axes&amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| 100% Chance To Cast Level 44 Chain Lightning When You Die&amp;lt;br&amp;gt; 25% Chance To Cast Level 18 Glacial Spike On Attack&lt;br /&gt;
Indestructible&amp;lt;br&amp;gt; +300-385% Enhanced Damage (varies)&amp;lt;br&amp;gt; 20% Bonus To Attack Rating&amp;lt;br&amp;gt; +50 To Attack Rating&lt;br /&gt;
Adds 1-50 Lightning Damage&amp;lt;br&amp;gt; 7% Mana Stolen Per Hit&amp;lt;br&amp;gt; 50% Chance of Crushing Blow&amp;lt;br&amp;gt; +(0.5 per Character Level) 0.5-49.5% Deadly Strike (Based on Character Level)&amp;lt;br&amp;gt; +1 To Light Radius&amp;lt;br&amp;gt; Level 22 Blood Golem (15 Charges)&amp;lt;br&amp;gt; &lt;br /&gt;
Requirements -20%&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| '''Delirium'''&amp;lt;br&amp;gt;''LemIstIo''&amp;lt;br&amp;gt;Lem (20) + Ist (24) + Io (16)&amp;lt;br&amp;gt;Armor&amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| 1% Chance To Cast lvl 50 Delirium When Struck&amp;lt;br&amp;gt; 10% Chance To Cast lvl 14 Mind Blast When Struck&amp;lt;br&amp;gt; 20% Chance To Cast lvl 13 Terror When Struck&amp;lt;br&amp;gt; 33% Chance To Cast lvl 18 Confuse On Striking&amp;lt;br&amp;gt; +2 To All Skills&amp;lt;br&amp;gt; +261 Defense&amp;lt;br&amp;gt; +10 To Vitality&amp;lt;br&amp;gt; 50% Extra Gold From Monsters&amp;lt;br&amp;gt; 25% Better Chance of Getting Magic Items&amp;lt;br&amp;gt; Level 17 Attract (60 Charges)&lt;br /&gt;
| See it [[Delirium| here]]. See it in action [[Delirium2| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Destruction'''&amp;lt;br&amp;gt;''VexLoBerJahKo''&amp;lt;br&amp;gt;Vex (26) + Lo (28) + Ber (30) + Jah (31) + Ko (18)&amp;lt;br&amp;gt;Polearms &amp;amp; Swords&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| 23% Chance To Cast Level 12 Volcano On Striking&amp;lt;br&amp;gt; 5% Chance To Cast Level 23 Molten Boulder On Striking&amp;lt;br&amp;gt; 100% Chance To Cast level 45 Meteor When You Die&amp;lt;br&amp;gt; 15% Chance To Cast Level 22 Nova On Attack&amp;lt;br&amp;gt; +350% Enhanced Damage&amp;lt;br&amp;gt; Ignore Target's Defense&amp;lt;br&amp;gt; Adds 100-180 Magic Damage&amp;lt;br&amp;gt; 7% Mana Stolen Per Hit&amp;lt;br&amp;gt; 20% Chance Of Crushing Blow&amp;lt;br&amp;gt; 20% Deadly Strike&amp;lt;br&amp;gt; Prevent Monster Heal&amp;lt;br&amp;gt; +10 To Dexterity&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| '''Doom'''&amp;lt;br&amp;gt;''HelOhmUmLoCham''&amp;lt;br&amp;gt; Hel (15) + Ohm (27) + Um (22) + Lo (28) + Cham (32)&amp;lt;br&amp;gt; Axes, Hammers &amp;amp; Polearms&amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| 5% Chance To Cast Level 18 Volcano On Striking&amp;lt;br&amp;gt; Level 12 Holy Freeze Aura When Equipped&amp;lt;br&amp;gt; +2 To All Skills&amp;lt;br&amp;gt; +45 Increased Attack Speed&amp;lt;br&amp;gt; +280-320% Enhanced Damage (varies)&amp;lt;br&amp;gt; -57% To Enemy Cold Resistance&amp;lt;br&amp;gt; 20% Deadly Strike&amp;lt;br&amp;gt; 25% Chance of Open Wounds&amp;lt;br&amp;gt; Prevent Monster Heal&amp;lt;br&amp;gt; Freezes Target&amp;lt;br&amp;gt; Requirements -20%&lt;br /&gt;
| See it[[Doom| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Dream'''&amp;lt;br&amp;gt;''IoJahPul''&amp;lt;br&amp;gt;Io (16) + Jah (31) + Pul (21)&amp;lt;br&amp;gt;Helms &amp;amp; Shields&amp;lt;br&amp;gt;Clvl Required&lt;br /&gt;
| 10% Chance To Cast Level 15 Confuse When Struck&amp;lt;br&amp;gt; Level 15 Holy Shock Aura When Equipped&amp;lt;br&amp;gt; +20-30% Faster Hit Recovery (varies)&amp;lt;br&amp;gt; +30% Enhanced Defense&amp;lt;br&amp;gt; +150-220 Defense (varies)&amp;lt;br&amp;gt; +10 To Vitality&amp;lt;br&amp;gt; Increase Maximum Life 5% (Helms Only)&amp;lt;br&amp;gt; +50 To Life (Shields Only)&amp;lt;br&amp;gt; +0.625-61.875 To Mana (Based On Character Level)&amp;lt;br&amp;gt; All Resistances +5-20 (varies)&amp;lt;br&amp;gt; 12-25% Better Chance of Getting Magic Items (varies)&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| '''Duress''' &amp;lt;br&amp;gt;''ShaelUmThul''&amp;lt;br&amp;gt; Shael + Um + Thul &amp;lt;br&amp;gt;Armor &amp;lt;br&amp;gt; Clvl Required: 47 &amp;lt;br&amp;gt;&lt;br /&gt;
| +150-200% Enhanced Defense &amp;lt;br&amp;gt; 15% faster hit Recovery &amp;lt;br&amp;gt; +15% Fire Resistance &amp;lt;br&amp;gt; +45% Cold Resistance &amp;lt;br&amp;gt; +15% Lightning Resistance &amp;lt;br&amp;gt; +15% Poison Resistance &amp;lt;br&amp;gt; +10-25% Enhanced Damage &amp;lt;br&amp;gt; +37-133 Cold Damage &amp;lt;br&amp;gt; +15% Crushing Blow &amp;lt;br&amp;gt; +33% Open Wounds &amp;lt;br&amp;gt; 20% Faster Stamina Drain&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Edge'''&amp;lt;br&amp;gt;''TirTalAmn''&amp;lt;br&amp;gt;Tir (3) + Tal (7) + Amn (11)&amp;lt;br&amp;gt;Missile Weapons&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| Level 15 Thorns Aura When Equipped&amp;lt;br&amp;gt; +35% Increased Attack Speed&amp;lt;br&amp;gt; +320-380% Damage To Demons (varies)&amp;lt;br&amp;gt; +280% Damage To Undead&amp;lt;br&amp;gt; +75 Poison Damage Over 5 Seconds&amp;lt;br&amp;gt; 7% Life Stolen Per Hit&amp;lt;br&amp;gt; Prevent Monster Heal&lt;br /&gt;
+5-10 To All Attributes (varies)&amp;lt;br&amp;gt; +2 To Mana After Each Kill&amp;lt;br&amp;gt;Reduces All Vendor Prices 15%&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Enigma''' &amp;lt;br&amp;gt;''JahIthBer''&amp;lt;br&amp;gt; Jah (31) + Ith (6) + Ber (30)&amp;lt;br&amp;gt;Armor&amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| +2 To All Skills &amp;lt;br&amp;gt; +45% Faster Run/Walk &amp;lt;br&amp;gt; +1 To Teleport &amp;lt;br&amp;gt; +757 Defense &amp;lt;br&amp;gt; + (0.75 Per Character Level) +1-74.25 To Strength (Based On Character Level) &amp;lt;br&amp;gt; Increase Maximum Life 5% &amp;lt;br&amp;gt; Damage Reduced By 8% &amp;lt;br&amp;gt; +14 Life After Each Kill &amp;lt;br&amp;gt; 15% Damage Taken Goes To Mana &amp;lt;br&amp;gt; + (1 Per Character Level) +1-99% Better Chance of Getting Magic Items (Based On Character Level)&lt;br /&gt;
| See it [[Enigma| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Enlightenment''' &amp;lt;br&amp;gt;''PulRalSol''&amp;lt;br&amp;gt; Pul (21) + Ral (8) + Sol (12)&amp;lt;br&amp;gt;Armor&amp;lt;br&amp;gt;Clvl Required: &lt;br /&gt;
| 5% Chance To Cast Level 15 Blaze When Struck &amp;lt;br&amp;gt; 5% Chance To Cast level 15 Fire Ball On Striking &amp;lt;br&amp;gt; +2 To Sorceress Skill Levels &amp;lt;br&amp;gt; +1 To Warmth &amp;lt;br&amp;gt; +30% Enhanced Defense &amp;lt;br&amp;gt; Fire Resist +30% &amp;lt;br&amp;gt; Damage Reduced By 7&lt;br /&gt;
| Sorceress&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Eternity'''&amp;lt;br&amp;gt;''AmnBerIstSolSur''&amp;lt;br&amp;gt; Amn (11) + Ber (32) + Ist (24)+ Sol (12) + Sur (29)&amp;lt;br&amp;gt; All Melee Weapons&amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| Indestructible&amp;lt;br&amp;gt; +276% Enhanced Damage&amp;lt;br&amp;gt; +9 To Minimum Damage&amp;lt;br&amp;gt; 7% Life Stolen Per Hit&amp;lt;br&amp;gt; 20% Chance of Crushing Blow&amp;lt;br&amp;gt; Hit Blinds Target&amp;lt;br&amp;gt; Slows Target By 33%&amp;lt;br&amp;gt; Replenish Mana 16%&amp;lt;br&amp;gt; Cannot Be Frozen&amp;lt;br&amp;gt; 30% Better Chance Of Getting Magic Items&amp;lt;br&amp;gt; Level 8 Revive (88 Charges)&lt;br /&gt;
| See it[[Eternity| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Exile'''&amp;lt;br&amp;gt;''VexOhmIstDol''&amp;lt;br&amp;gt;Vex (26) + Ohm (27) + Ist (24) + Dol (14)&amp;lt;br&amp;gt;Shields&amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| 15% Chance To Cast Level 5 Life Tap On Striking&amp;lt;br&amp;gt; Level 16 Defiance Aura When Equipped&amp;lt;br&amp;gt; +2 To Offensive Auras (Paladin Only)&amp;lt;br&amp;gt; +30% Faster Block Rate&amp;lt;br&amp;gt; Freezes Target&amp;lt;br&amp;gt; +220-260% Enhanced Defense (varies)&amp;lt;br&amp;gt; Replenish Life +7&amp;lt;br&amp;gt; +5% To Maximum Cold Resist&amp;lt;br&amp;gt; +5% To Maximum Fire Resist&amp;lt;br&amp;gt; 25% Better Chance Of Getting Magic Items&lt;br /&gt;
| Paladin Shields only. Inherent Paladin shield bonuses remain active.&lt;br /&gt;
&lt;br /&gt;
See it [[Exile| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Faith'''&amp;lt;br&amp;gt;''OhmJahLemEld''&amp;lt;br&amp;gt;Ohm (27) + Jah (31) + Lem (20) + Eld (2)&amp;lt;br&amp;gt;Missile Weapons&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| Level 12-15 Fanaticism Aura When Equipped (varies)&amp;lt;br&amp;gt; +1-2 To All Skills (varies)&amp;lt;br&amp;gt; +330% Enhanced Damage&amp;lt;br&amp;gt; Ignore Target's Defense&amp;lt;br&amp;gt; 300% Bonus To Attack Rating&amp;lt;br&amp;gt; +75% Damage To Undead&amp;lt;br&amp;gt; +50 To Attack Rating Against Undead&amp;lt;br&amp;gt; +120 Fire Damage&amp;lt;br&amp;gt; All Resistances +15&amp;lt;br&amp;gt; 10% Reanimate As: Returned&amp;lt;br&amp;gt; 75% Extra Gold From Monsters&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Famine'''&amp;lt;br&amp;gt;''FalOhmOrtJah''&amp;lt;br&amp;gt;Fal (19) + Ohm (27) + Ort (9) + Jah (31)&amp;lt;br&amp;gt; Axes &amp;amp; Hammers&amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| +30% Increased Attack Speed&amp;lt;br&amp;gt; +270-320% Enhanced Damage (varies)&amp;lt;br&amp;gt; Ignore Target's Defense&amp;lt;br&amp;gt; Adds 180-200 Magic Damage&amp;lt;br&amp;gt; Adds 50-200 Fire Damage&amp;lt;br&amp;gt; Adds 51-250 Lightning Damage&amp;lt;br&amp;gt; Adds 50-200 Cold Damage&amp;lt;br&amp;gt; 12% Life Stolen Per Hit&amp;lt;br&amp;gt; Prevent Monster Heal&amp;lt;br&amp;gt; +10 To Strength&lt;br /&gt;
| See it[[Famine| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Fortitude'''&amp;lt;br&amp;gt;''ElSolDolLo''&amp;lt;br&amp;gt;El (1) + Sol (12) + Dol (14) + Lo (28)&amp;lt;br&amp;gt;Weapons &amp;amp; Armor&amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| '''Both'''&amp;lt;br&amp;gt; 20% Chance To Cast Level 15 Chilling Armor when Struck&amp;lt;br&amp;gt; +25% Faster Cast Rate&amp;lt;br&amp;gt; +300% Enhanced Damage&amp;lt;br&amp;gt; +1 To Light Radius&amp;lt;br&amp;gt; 12% Damage Taken Goes To Mana&amp;lt;br&amp;gt; All Resistances +25-30 (varies)&amp;lt;br&amp;gt; +200% Enhanced Defense&amp;lt;br&amp;gt; + To Life (Based on Character Level)&amp;lt;br&amp;gt; '''Weapons'''&amp;lt;br&amp;gt; +9 To Minimum Damage&amp;lt;br&amp;gt; +50 To Attack Rating&amp;lt;br&amp;gt; 20% Deadly Strike&amp;lt;br&amp;gt; Hit Causes Monster To Flee 25%&amp;lt;br&amp;gt; '''Armor'''&amp;lt;br&amp;gt; +15 Defense&amp;lt;br&amp;gt; Replenish Life +7&amp;lt;br&amp;gt; +5% To Maximum Lightning Resist&amp;lt;br&amp;gt; Damage Reduced By 7&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| '''Fury''' &amp;lt;br&amp;gt;''JahGulEth''&amp;lt;br&amp;gt; Jah (31) + Gul (25) + Eth (5) &amp;lt;br&amp;gt; All Melee Weapons &amp;lt;br&amp;gt; Clvl Required: 65&lt;br /&gt;
| +209% Enhanced Damage &amp;lt;br&amp;gt; 40% Increased Attack Speed &amp;lt;br&amp;gt; Prevent Monster Heal &amp;lt;br&amp;gt; 66% Chance Of Open Wounds &amp;lt;br&amp;gt; 33% Chance Of Deadly Strike &amp;lt;br&amp;gt; Ignores Target Defense &amp;lt;br&amp;gt; -25% Target Defense &amp;lt;br&amp;gt; +20% Attack Rating &amp;lt;br&amp;gt; 6% Life Stolen Per Hit &amp;lt;br&amp;gt; +5 To Frenzy (Barbarian Only)&lt;br /&gt;
| See it[[Fury| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Gloom''' &amp;lt;br&amp;gt;''FalUmPul''&amp;lt;br&amp;gt; Fal (19)+ Um (22) + Pul (21)&amp;lt;br&amp;gt;Armor&amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| 15% Chance To Cast Level 3 Dim Vision When Struck &amp;lt;br&amp;gt; +10% Faster Hit Recovery &amp;lt;br&amp;gt; +170-230% Enhanced Defense (varies) &amp;lt;br&amp;gt; +10 To Strength &amp;lt;br&amp;gt; All Resistances +45 &amp;lt;br&amp;gt; Half Freeze Duration &amp;lt;br&amp;gt; 5% Damage Taken Goes To Mana &amp;lt;br&amp;gt; -3 To Light Radius&lt;br /&gt;
| See it [[Gloom| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Grief'''&amp;lt;br&amp;gt;''EthTirLoMalRal''&amp;lt;br&amp;gt;Eth (5) + Tir (3) + Lo (28) + Mal (23) + Ral (8)&amp;lt;br&amp;gt;Swords &amp;amp; Axes&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| 35% Chance To Cast Level 15 Venom On Striking &amp;lt;br&amp;gt; +30-40% Increased Attack Speed (varies) &amp;lt;br&amp;gt; Damage +340-400 (varies) &amp;lt;br&amp;gt; Ignore Target's Defense &amp;lt;br&amp;gt; -25% Target Defense &amp;lt;br&amp;gt; +(1.875 per character level) 1.875-185.625%  &amp;lt;br&amp;gt; Damage To Demons (Based on Character Level) &amp;lt;br&amp;gt; Adds 5-30 Fire Damage &amp;lt;br&amp;gt; -20-25% To Enemy Poison Resistance (varies) &amp;lt;br&amp;gt; 20% Deadly Strike &amp;lt;br&amp;gt; Prevent Monster Heal &amp;lt;br&amp;gt; +2 To Mana After Each Kill &amp;lt;br&amp;gt; +10-15 Life After Each Kill (varies)&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Hand of Justice'''&amp;lt;br&amp;gt;''SurChamAmnLo''&amp;lt;br&amp;gt; Sur (29) + Cham (32)+ Amn (11) + Lo (28) &amp;lt;br&amp;gt; All Weapons&amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| 100% Chance To Cast Level 36 Blaze When You Level-Up&amp;lt;br&amp;gt; 100% Chance To Cast Level 48 Meteor When You Die&amp;lt;br&amp;gt; Level 16 Holy Fire Aura When Equipped&amp;lt;br&amp;gt; +33% Increased Attack Speed&amp;lt;br&amp;gt; +280-330% Enhanced Damage&amp;lt;br&amp;gt; Ignore Target's Defense&amp;lt;br&amp;gt; 7% Life Stolen Per Hit&amp;lt;br&amp;gt; -20% To Enemy Fire Resistance&amp;lt;br&amp;gt; 20% Deadly Strike&amp;lt;br&amp;gt; Hit Blinds Target&amp;lt;br&amp;gt; Freezes Target&lt;br /&gt;
| See it[[Hand of Justice| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Harmony'''&amp;lt;br&amp;gt;''TirIthSolKo''&amp;lt;br&amp;gt;Tir (3) + Ith (6) + Sol (12) + Ko (18)&amp;lt;br&amp;gt;Missile Weapons&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| Level 10 Vigor Aura When Equipped&amp;lt;br&amp;gt; +200-275% Enhanced Damage (varies)&amp;lt;br&amp;gt; +9 To Min &amp;amp; Max Damage&amp;lt;br&amp;gt; Adds 55-160 Lightning Damage&amp;lt;br&amp;gt; Adds 55-160 Cold &amp;amp; Fire Damage&amp;lt;br&amp;gt; +2-6 To Valkyrie (varies)&amp;lt;br&amp;gt; +10 To Dexterity&lt;br /&gt;
Regenerate Mana 20%&amp;lt;br&amp;gt; +2 To Mana After Each Kill&amp;lt;br&amp;gt; +2 To Light Radius&amp;lt;br&amp;gt; Level 20 Revive (25 Charges)&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Heart of the Oak'''&amp;lt;br&amp;gt;''KoVexPulThul''&amp;lt;br&amp;gt; Ko (18) + Vex (26) + Pul (21) + Thul (10) &amp;lt;br&amp;gt; Staves &amp;amp; Maces&amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| +3 To All Skills&amp;lt;br&amp;gt; +40% Faster Cast Rate&amp;lt;br&amp;gt; +75% Damage To Demons&amp;lt;br&amp;gt; +100 To Attack Rating Against Demons&amp;lt;br&amp;gt; Adds 3-14 Cold Damage&amp;lt;br&amp;gt; 7% Mana Stolen Per Hit&amp;lt;br&amp;gt; +1 To Blizzard (Sorceress Only)&amp;lt;br&amp;gt; +10 To Dexterity&amp;lt;br&amp;gt; Replenish Life +20&amp;lt;br&amp;gt; Increase Maximum Mana 15%&amp;lt;br&amp;gt; All Resistances +30-40 (varies)&amp;lt;br&amp;gt; Level 4 Oak Sage (25 Charges)&amp;lt;br&amp;gt; Level 14 Raven (60 Charges)&amp;lt;br&amp;gt; +50% Damage To Undead&lt;br /&gt;
| See it[[Heart of the Oak| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Holy Thunder''' &amp;lt;br&amp;gt;''EthRalOrtTal''&amp;lt;br&amp;gt; Eth (6) + Ral (8) + Ort (9) + Tal (7) &amp;lt;br&amp;gt; Scepters&amp;lt;br&amp;gt; Clvl Required: 23&lt;br /&gt;
| Level 7 Chain Lightning 60 charges &amp;lt;br&amp;gt; -25% Target Defense &amp;lt;br&amp;gt; +60% Enhanced Damage &amp;lt;br&amp;gt; +75 Poison Damage over 7 secs &amp;lt;br&amp;gt; +5% Maximum Lightning Resistance &amp;lt;br&amp;gt; +60% Lightning Resistance &amp;lt;br&amp;gt; +21-110 Lightning Damage &amp;lt;br&amp;gt; +5-30 Fire Damage &amp;lt;br&amp;gt; +3 to Holy Shock &amp;lt;br&amp;gt; 150% Damage vs. Undead&lt;br /&gt;
| See it[[Holy Thunder| here]]. &lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Honor''' &amp;lt;br&amp;gt;''AmnElIthTirSol''&amp;lt;br&amp;gt; Amn (11) + El (1) + Ith (6) &amp;lt;br&amp;gt; + Tir (3) + Sol (12) &amp;lt;br&amp;gt; All Melee Weapons &amp;lt;br&amp;gt; Clvl Required: 27&lt;br /&gt;
| +160% Enhanced Damage &amp;lt;br&amp;gt; +250 Attack Rating &amp;lt;br&amp;gt; +9 Minimum Damage &amp;lt;br&amp;gt; +9 Maximum Damage &amp;lt;br&amp;gt; 25% Deadly Strike &amp;lt;br&amp;gt; 7% Life Stolen per Hit &amp;lt;br&amp;gt; +1 to all skill levels &amp;lt;br&amp;gt; +2 Mana per kill &amp;lt;br&amp;gt; +1 Light Radius &amp;lt;br&amp;gt; Replenish life +10 &amp;lt;br&amp;gt; +10 to Str&lt;br /&gt;
| See it[[Honor| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Ice'''&amp;lt;br&amp;gt;''AmnShaelJahLo''&amp;lt;br&amp;gt;Amn (11)+ Shael (13) + Jah (31) + Lo (28)&amp;lt;br&amp;gt;Missile Weapons&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| 00% Chance To Cast Level 40 Blizzard When You Level-up&amp;lt;br&amp;gt; 25% Chance To Cast Level 22 Frost Nova On Striking&lt;br /&gt;
Level 18 Holy Freeze Aura When Equipped&amp;lt;br&amp;gt; +20% Increased Attack Speed&amp;lt;br&amp;gt; +140-210% Enhanced Damage (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
Ignore Target's Defense&amp;lt;br&amp;gt; +25-30% To Cold Skill Damage (varies)&amp;lt;br&amp;gt; -20% To Enemy Cold Resistance&amp;lt;br&amp;gt; 7% Life Stolen Per Hit&amp;lt;br&amp;gt; 20% Deadly Strike&amp;lt;br&amp;gt; 3.125-309.375 Extra Gold From Monsters (Based on Character Level)&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Infinity'''&amp;lt;br&amp;gt;''BerMalBerIst''&amp;lt;br&amp;gt; Ber (30) + Mal (23) + Ber (30) + Ist (24)&amp;lt;br&amp;gt;Polearms&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| 50% Chance To Cast Level 20 Chain Lightning When You Kill An Enemy&amp;lt;br&amp;gt; Level 12 Conviction Aura When Equipped&lt;br /&gt;
+35% Faster Run/Walk&amp;lt;br&amp;gt; +255-325% Enhanced Damage (varies)&amp;lt;br&amp;gt; -(45-55)% To Enemy Lightning Resistance (varies)&lt;br /&gt;
40% Chance of Crushing Blow&amp;lt;br&amp;gt; Prevent Monster Heal&amp;lt;br&amp;gt; 0.5-49.5 To Vitality (Based on Character Level)&amp;lt;br&amp;gt; 30% Better Chance of Getting Magic Items&amp;lt;br&amp;gt; Level 21 Cyclone Armor (30 Charges)&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|- &lt;br /&gt;
&lt;br /&gt;
| '''Insight'''&amp;lt;br&amp;gt;''RalTirTalSol''&amp;lt;br&amp;gt;Ral (8) + Tir (3) + Tal (7) + Sol (12)&amp;lt;br&amp;gt;Polearms &amp;amp; Staves&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| Level 10-17 Meditation Aura When Equipped (varies)&amp;lt;br&amp;gt; +35% Faster Cast Rate&amp;lt;br&amp;gt; +200-260% Enhanced Damage (varies)&amp;lt;br&amp;gt; +9 To Minimum Damage&amp;lt;br&amp;gt; 180-250% Bonus to Attack Rating (varies)&amp;lt;br&amp;gt; Adds 5-30 Fire Damage&amp;lt;br&amp;gt; +75 Poison Damage Over 5 Seconds&amp;lt;br&amp;gt; +1-6 To Critical Strike (varies)&amp;lt;br&amp;gt; +5 To All Attributes&amp;lt;br&amp;gt; +2 To Mana After Each Kill&amp;lt;br&amp;gt; 23% Better Chance of Getting Magic Items&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''King's Grace'''&amp;lt;br&amp;gt;''AmnRalThul''&amp;lt;br&amp;gt; Amn (11) + Ral (8) + Thul (10) &amp;lt;br&amp;gt; Swords &amp;amp; Scepters&amp;lt;br&amp;gt; Clvl Required: 23&lt;br /&gt;
| +100% Enhanced Damage &amp;lt;br&amp;gt; +150 AR &amp;lt;br&amp;gt; +100 Attack Rating vs. Undead &amp;lt;br&amp;gt; 150% Damage vs. Undead &amp;lt;br&amp;gt; +100 Attack Rating vs. Demons &amp;lt;br&amp;gt; 200% Damage vs. Demons &amp;lt;br&amp;gt; 7% life steal &amp;lt;br&amp;gt; +3-14 Cold damage (3 sec) &amp;lt;br&amp;gt; +5-30 Fire Damage&lt;br /&gt;
| Nice weapon damage and good mods, for just three common Runes. Could even be a weapon switch to use especially on Demons and Undead. See it[[Kings Grace| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Kingslayer'''&amp;lt;br&amp;gt;''MalUmGulFal''&amp;lt;br&amp;gt;Mal (23) + Um (22) + Gul (25) + Fal (19)&amp;lt;br&amp;gt; Swords &amp;amp; Axes&amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| +30% Increased Attack Speed&amp;lt;br&amp;gt; +230-270% Enhanced Damage (varies)&amp;lt;br&amp;gt; -25% Target Defense&amp;lt;br&amp;gt; 20% Bonus To Attack Rating&amp;lt;br&amp;gt; 33% Chance of Crushing Blow&amp;lt;br&amp;gt; 50% Chance of Open Wounds&amp;lt;br&amp;gt; +1 To Vengeance&amp;lt;br&amp;gt; Prevent Monster Heal&amp;lt;br&amp;gt; +10 To Strength&amp;lt;br&amp;gt; 40% Extra Gold From Monsters&lt;br /&gt;
| See it[[Kingslayer| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|'''Last Wish'''&amp;lt;br&amp;gt;''JahMalJahSurJahBer''&amp;lt;br&amp;gt;Jah (31)+ Mal (23) + Jah (31) + Sur (29) + Jah (31) + Ber (30)&amp;lt;br&amp;gt;Axes, Hammers &amp;amp; Swords&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| 6% Chance To Cast Level 11 Fade When Struck&amp;lt;br&amp;gt; 10% Chance To Cast Level 18 Life Tap On Striking&amp;lt;br&amp;gt; 20% Chance To Cast Level 20 Charged Bolt On Attack&amp;lt;br&amp;gt; Level 17 Might Aura When Equipped&amp;lt;br&amp;gt; +330-375% Enhanced Damage (varies)&amp;lt;br&amp;gt; Ignore Target's Defense&amp;lt;br&amp;gt; 60-70% Chance of Crushing Blow (varies)&amp;lt;br&amp;gt; Prevent Monster Heal&amp;lt;br&amp;gt; Hit Blinds Target&amp;lt;br&amp;gt; +(0.5 per character level)&amp;lt;br&amp;gt; 0.5-49.5% Chance of Getting Magic Items (Based on Character Level)&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Lawbringer'''&amp;lt;br&amp;gt;''AmnLemKo''&amp;lt;br&amp;gt;Amn (11) + Lem (20) + Ko (18)&amp;lt;br&amp;gt;Hammers, Scepters &amp;amp; Swords&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| 20% Chance To Cast Level 15 Decrepify On Striking&amp;lt;br&amp;gt; Level 16-18 Sanctuary Aura When Equipped (varies)&amp;lt;br&amp;gt; -50% Target Defense&amp;lt;br&amp;gt; Adds 150-210 Fire Damage&amp;lt;br&amp;gt; Adds 130-180 Cold Damage&amp;lt;br&amp;gt; 7% Life Stolen Per Hit&amp;lt;br&amp;gt; Slain Monsters Rest In Peace&amp;lt;br&amp;gt; +200-250 Defense Vs. Missile (varies)&amp;lt;br&amp;gt; +10 To Dexterity&amp;lt;br&amp;gt; 75% Extra Gold From Monsters&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Leaf'''&amp;lt;br&amp;gt;''TirRal''&amp;lt;br&amp;gt; Tir (3) + Ral (8) &amp;lt;br&amp;gt; Staves (Not Orbs) &amp;lt;br&amp;gt; Clvl Required: 19&lt;br /&gt;
| +5-30 Fire Damage &amp;lt;br&amp;gt; +2 mana per kill &amp;lt;br&amp;gt; +3 to Fire Skills &amp;lt;br&amp;gt; +33% Cold Resistance &amp;lt;br&amp;gt; +3 Inferno &amp;lt;br&amp;gt; +3 Fire Bolt &amp;lt;br&amp;gt; +3 Warmth&lt;br /&gt;
| Huge bonuses to fire skills, but probably too high a Clvl requirement to be of that much use. See it[[Leaf| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Lionheart''' &amp;lt;br&amp;gt;''HelLumFal''&amp;lt;br&amp;gt; Hel (15) + Lum (17) + Fal (19) &amp;lt;br&amp;gt;Armor &amp;lt;br&amp;gt; Clvl Required: 41&lt;br /&gt;
| -15% Requirements &amp;lt;br&amp;gt; +20% Enhanced Damage &amp;lt;br&amp;gt; +30% to All Resistances &amp;lt;br&amp;gt; +50 Hit Points &amp;lt;br&amp;gt; +10 Energy &amp;lt;br&amp;gt; +20 Vitality &amp;lt;br&amp;gt; +15 Dexterity &amp;lt;br&amp;gt; +25 Strength&lt;br /&gt;
| Just amazing stats on Armor. Resistance, huge bonuses to your stats and hit points, lowered requirements, and even bonus to weapon damage. See it [[Lionheart| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Lore'''&amp;lt;br&amp;gt;''OrtSol''&amp;lt;br&amp;gt; Ort (9) + Sol (12)&amp;lt;br&amp;gt; Headgear (all types)&amp;lt;br&amp;gt; Clvl Required: 27&lt;br /&gt;
| +1 to all skill levels&amp;lt;br&amp;gt; +2 Mana per Kill&amp;lt;br&amp;gt; Lowers Damage by 7&amp;lt;br&amp;gt; 30% Lightning Resistance&amp;lt;br&amp;gt; +10 Energy&amp;lt;br&amp;gt; +2 Light Radius&lt;br /&gt;
| See it [[Lore| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Malice'''&amp;lt;br&amp;gt;''IthElEth''&amp;lt;br&amp;gt; Ith (6) + El (1) + Eth (5) &amp;lt;br&amp;gt;All Melee Weapons &amp;lt;br&amp;gt; Clvl Required: 15&lt;br /&gt;
| +33% enhanced damage &amp;lt;br&amp;gt; +9 max damage &amp;lt;br&amp;gt; +50 Attack Rating &amp;lt;br&amp;gt; 100% chance of open wounds &amp;lt;br&amp;gt; -100 monster def/hit &amp;lt;br&amp;gt; Prevents Monster Heal &amp;lt;br&amp;gt; -25% target defense &amp;lt;br&amp;gt; Life drain -5&lt;br /&gt;
| Total damage isn't that big, but the other bonuses are very useful. See it[[Malice| here]]. Life drain is the opposite of life regeneration, with this you will lose 1 hp about every 2 secodns.&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Melody'''&amp;lt;br&amp;gt;''ShaelKoNef''&amp;lt;br&amp;gt; Shael (13) + Ko (18) + Nef (4) &amp;lt;br&amp;gt; Bows &amp;amp; Xbows&amp;lt;br&amp;gt; Clvl Required: 39&lt;br /&gt;
| +300% Damage vs. Undead &amp;lt;br&amp;gt; +50% Enhanced Damage &amp;lt;br&amp;gt; +10 Dexterity &amp;lt;br&amp;gt; 20% Increased Attack Speed &amp;lt;br&amp;gt; Knockback &amp;lt;br&amp;gt; +3 Bow Skill Tab &amp;lt;br&amp;gt; +3 Slow Missiles &amp;lt;br&amp;gt; +3 Dodge &amp;lt;br&amp;gt; +3 Critical Strike&lt;br /&gt;
| See it[[Melody| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| '''Memory'''&amp;lt;br&amp;gt;''LumIoSolEth''&amp;lt;br&amp;gt; Lum (17) + Io (16) + Sol (12) + Eth (5) &amp;lt;br&amp;gt; Staves (Not Orbs). &amp;lt;br&amp;gt; Clvl Required: 37&lt;br /&gt;
| Lowers Target's Defense by 25% &amp;lt;br&amp;gt; 33% Faster Cast Rate &amp;lt;br&amp;gt; +3 Sorceress Skill Levels &amp;lt;br&amp;gt; +50% Enhanced Defense &amp;lt;br&amp;gt; -7 Magic Damage &amp;lt;br&amp;gt; +20% Max Mana &amp;lt;br&amp;gt; +9 Minimum Damage &amp;lt;br&amp;gt; +10 Energy &amp;lt;br&amp;gt; +10 Vitality &amp;lt;br&amp;gt; +2 Static Field &amp;lt;br&amp;gt; +2 Energy Shield&lt;br /&gt;
| See it[[Memory| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Myth''' &amp;lt;br&amp;gt;''HelAmnNef''&amp;lt;br&amp;gt; Hel (15) + Amn (11) + Nef (4)&amp;lt;br&amp;gt;Armor&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| 3% Chance To Cast Level 1 Howl When Struck &amp;lt;br&amp;gt; 10% Chance To Cast Level 1 Taunt On Striking &amp;lt;br&amp;gt; +2 To Barbarian Skill Levels &amp;lt;br&amp;gt; +30 Defense Vs. Missile &amp;lt;br&amp;gt; Replenish Life +10 &amp;lt;br&amp;gt; Attacker Takes Damage of 14 &amp;lt;br&amp;gt; Requirements -15%&lt;br /&gt;
| Barbarian&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Nadir'''&amp;lt;br&amp;gt;''NefTir''&amp;lt;br&amp;gt; Nef (4) + Tir (3)&amp;lt;br&amp;gt; Headgear (all types)&amp;lt;br&amp;gt; Clvl Required: 13&lt;br /&gt;
| Level 13 Cloak of Shadows (9 charges)&amp;lt;br&amp;gt; +50% Enhanced Defense&amp;lt;br&amp;gt; +2 mana per kill&amp;lt;br&amp;gt; -3 light radius&amp;lt;br&amp;gt; +30 Defense vs. missile&amp;lt;br&amp;gt; +10 Defense&amp;lt;br&amp;gt; +5 Strength&amp;lt;br&amp;gt; -33% gold from monsters&lt;br /&gt;
| See it [[Nadir| here]]. &lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Oath'''&amp;lt;br&amp;gt;''ShaelPulMalLum''&amp;lt;br&amp;gt;Shael (13) + Pul (21) + Mal (23) + Lum (17)&amp;lt;br&amp;gt;Axes, Maces &amp;amp; Swords&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| 30% Chance To Cast Level 20 Bone Spirit On Striking&amp;lt;br&amp;gt; Indestructible&amp;lt;br&amp;gt; +50% Increased Attack Speed&amp;lt;br&amp;gt; +210-340% Enhanced Damage (varies)&amp;lt;br&amp;gt; +75% Damage To Demons&amp;lt;br&amp;gt; +100 To Attack Rating Against Demons&amp;lt;br&amp;gt; Prevent Monster Heal&amp;lt;br&amp;gt; +10 To Energy&amp;lt;br&amp;gt; +10-15 Magic Absorb (varies)&amp;lt;br&amp;gt; Level 16 Heart Of Wolverine (20 Charges)&amp;lt;br&amp;gt; Level 17 Iron Golem (14 Charges)&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Obedience'''&amp;lt;br&amp;gt;''HelKoThulEthFal''&amp;lt;br&amp;gt;Hel (15) + Ko (18) + Thul (10) + Eth (5) + Fal (19)&amp;lt;br&amp;gt;Polearms&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| 30% Chance To Cast Level 21 Enchant When You Kill An Enemy&amp;lt;br&amp;gt; 40% Faster Hit Recovery&amp;lt;br&amp;gt; +370% Enhanced Damage&amp;lt;br&amp;gt; -25% Target Defense&amp;lt;br&amp;gt; Adds 3-14 Cold Damage 3 Second Duration (Normal)&amp;lt;br&amp;gt; -25% To Enemy Fire Resistance&amp;lt;br&amp;gt; 40% Chance of Crushing Blow&amp;lt;br&amp;gt; +200-300 Defense (varies)&amp;lt;br&amp;gt; +10 To Strength &amp;amp; Dexterity&amp;lt;br&amp;gt; All Resistances +20-30 (varies)&amp;lt;br&amp;gt; Requirements -20%&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Passion'''&amp;lt;br&amp;gt;''DolOrtEldLem''&amp;lt;br&amp;gt; Dol (14) + Ort (9) + Eld (2) + Lem (20)&amp;lt;br&amp;gt; All Weapons&amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| +25% Increased Attack Speed&amp;lt;br&amp;gt; +160-210% Enhanced Damage&amp;lt;br&amp;gt; 50-80% Bonus To Attack Rating&amp;lt;br&amp;gt; +75% Damage To Undead&amp;lt;br&amp;gt; +50 To Attack Rating Against Undead&amp;lt;br&amp;gt; Adds 1-50 Lightning Damage&amp;lt;br&amp;gt; +1 To Berserk&amp;lt;br&amp;gt; +1 To Zeal&amp;lt;br&amp;gt; Hit Blinds Target +10&amp;lt;br&amp;gt; Hit Causes Monster To Flee 25%&amp;lt;br&amp;gt; 75% Extra Gold From Monsters&amp;lt;br&amp;gt; Level 3 Heart of Wolverine (12 Charges)&lt;br /&gt;
| See it [[Passion| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Peace''' &amp;lt;br&amp;gt;''ShaelThulAmn''&amp;lt;br&amp;gt; Shael (13) + Thul (10) + Amn (11)&amp;lt;br&amp;gt;Armor&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| 4% Chance To Cast Level 5 Slow Missiles When Struck &amp;lt;br&amp;gt; 2% Chance To Cast level 15 Valkyrie On Striking &amp;lt;br&amp;gt; +2 To Amazon Skill Levels &amp;lt;br&amp;gt; +20% Faster Hit Recovery &amp;lt;br&amp;gt; +2 To Critical Strike &amp;lt;br&amp;gt; Cold Resist +30% &amp;lt;br&amp;gt; Attacker Takes Damage of 14&lt;br /&gt;
| Amazon&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Phoenix'''&amp;lt;br&amp;gt;''VexVexLoJah''&amp;lt;br&amp;gt;Vex (26) + Vex (26) + Lo (28) + Jah (31)&amp;lt;br&amp;gt;Weapons &amp;amp; Sheilds&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| '''Both'''&amp;lt;br&amp;gt;100% Chance To Cast level 40 Blaze When You Level-up&amp;lt;br&amp;gt; 40% Chance To Cast Level 22 Firestorm On Striking&amp;lt;br&amp;gt; Level 10-15 Redemption Aura When Equipped (varies)&amp;lt;br&amp;gt; -28% To Enemy Fire Resistance&amp;lt;br&amp;gt; +15-21 Fire Absorb (varies)&amp;lt;br&amp;gt; +350-400 Defense Vs. Missile (varies)&amp;lt;br&amp;gt; '''Weapons'''&amp;lt;br&amp;gt; Ignores Target's Defense&amp;lt;br&amp;gt; 14% Mana Stolen Per Hit&amp;lt;br&amp;gt; 20% Deadly Strike&amp;lt;br&amp;gt; '''Shields'''&amp;lt;br&amp;gt; +50 To Life&amp;lt;br&amp;gt; +5% To Maximum Lightning Resist&amp;lt;br&amp;gt; +10% To Maximum Fire Resist&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Pride'''&amp;lt;br&amp;gt;''ChamSurIoLo''&amp;lt;br&amp;gt;Cham (32) + Sur (29) + Io (16) + Lo (28)&amp;lt;br&amp;gt;Polearms&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| 25% Chance To Cast Level 17 Fire Wall When Struck&amp;lt;br&amp;gt; Level 16-20 Concentration Aura When Equipped (varies)&amp;lt;br&amp;gt; 260-300% Bonus To Attack Rating (varies)&amp;lt;br&amp;gt; +1-99% Damage To Demons (Based on Character Level)&amp;lt;br&amp;gt; Adds 50-280 Lightning Damage&amp;lt;br&amp;gt; 20% Deadly Strike&amp;lt;br&amp;gt; Hit Blinds Target&amp;lt;br&amp;gt; Freezes Target +3&amp;lt;br&amp;gt; +10 To Vitality&amp;lt;br&amp;gt; Replenish Life +8&amp;lt;br&amp;gt; 1.875-185.625% Extra Gold From Monsters (Based on Character Level)&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Principle''' &amp;lt;br&amp;gt;''RalGulEld''&amp;lt;br&amp;gt; Ral (8) + Gul (25) + Eld (2)&amp;lt;br&amp;gt;Armor&amp;lt;br&amp;gt;Clvl Required: &lt;br /&gt;
| 100% Chance To Cast Level 5 Holy Bolt On Striking &amp;lt;br&amp;gt; +2 To Paladin Skill Levels &amp;lt;br&amp;gt; 15% Slower Stamina Drain &amp;lt;br&amp;gt; +5% To Maximum Poison Resist &amp;lt;br&amp;gt; Fire Resist +30%&lt;br /&gt;
| Paladin&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| '''Prudence'''&amp;lt;br&amp;gt;''MalTir''&amp;lt;br&amp;gt; Mal (23) + Tir (3)&amp;lt;br&amp;gt; Armor&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| +25% Faster Hit Recovery&amp;lt;br&amp;gt; +140-170% Enhanced Defense (varies)&amp;lt;br&amp;gt; All Resistances +25-35 (varies)&amp;lt;br&amp;gt; Damage Reduced by 3&amp;lt;br&amp;gt; Magic Damage Reduced by 17&amp;lt;br&amp;gt; +2 To Mana After Each Kill&amp;lt;br&amp;gt; +1 To Light Radius&amp;lt;br&amp;gt; Repairs Durability 1 In 4 Seconds&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Radiance'''&amp;lt;br&amp;gt;''NefSolIth''&amp;lt;br&amp;gt; Nef (4) + Sol (12) + Ith (6)&amp;lt;br&amp;gt; Headgear (All types)&amp;lt;br&amp;gt; Clvl Required: 27&lt;br /&gt;
| 15% Melee Damage Taken Goes to Mana&amp;lt;br&amp;gt; +75% Enhanced Defense&amp;lt;br&amp;gt; Magic Damage Reduced by 3&amp;lt;br&amp;gt; Physical Damage Reduced by 7&amp;lt;br&amp;gt; +30 Defense vs. Missiles&amp;lt;br&amp;gt; +33 Mana&amp;lt;br&amp;gt; +10 Energy&amp;lt;br&amp;gt; +10 Vitality&amp;lt;br&amp;gt; +5 Light Radius&lt;br /&gt;
| See it [[Radiance| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Rain''' &amp;lt;br&amp;gt;''OrtMalIth''&amp;lt;br&amp;gt; Ort (9) + Mal (23) + Ith (6)&amp;lt;br&amp;gt;Armor&amp;lt;br&amp;gt;Clvl Required: &lt;br /&gt;
| 5% Chance To Cast Level 15 Cyclone Armor When Struck &amp;lt;br&amp;gt; 5% Chance To Cast Level 15 Twister On Striking &amp;lt;br&amp;gt; +2 To Druid Skills &amp;lt;br&amp;gt; +100-150 To Mana (varies) &amp;lt;br&amp;gt; Lightning Resist +30% &amp;lt;br&amp;gt; Magic Damage Reduced By 7 &amp;lt;br&amp;gt; 15% Damage Taken Goes to Mana&lt;br /&gt;
| Druid&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Rhyme'''&amp;lt;br&amp;gt;''ShaeEth''&amp;lt;br&amp;gt; Shae (13) + Eth (5)&amp;lt;br&amp;gt; Shields (All types)&amp;lt;br&amp;gt; Clvl Required: 17&lt;br /&gt;
| Cannot be Frozen&amp;lt;br&amp;gt; 40% Faster Block Rate&amp;lt;br&amp;gt; 20% Increased Chance of Blocking&amp;lt;br&amp;gt; Regenerate Mana 15%&amp;lt;br&amp;gt; +25% to all Resistances&amp;lt;br&amp;gt; +25% to Magic Find&amp;lt;br&amp;gt; +50% Extra Gold from Monsters&lt;br /&gt;
| One of the more useful, inexpensive runewords. Popular for javazons, sorceresses, necromancers, and others not in need of massive defense.&lt;br /&gt;
&lt;br /&gt;
See it [[Rhyme| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Rift'''&amp;lt;br&amp;gt;''HelKoLemGul''&amp;lt;br&amp;gt;Hel (15) + Ko (18) + Lem (20) + Gul (25)&amp;lt;br&amp;gt;Polearms &amp;amp; Scepters&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| 20% Chance To Cast Level 16 Tornado On Striking&amp;lt;br&amp;gt; 16% Chance To Cast Level 21 Frozen Orb On Attack&amp;lt;br&amp;gt; 20% Bonus To Attack Rating&amp;lt;br&amp;gt; Adds 160-250 Magic Damage&amp;lt;br&amp;gt; Adds 60-180 Fire Damage&amp;lt;br&amp;gt; +5-10 To All Stats (varies)&amp;lt;br&amp;gt; +10 To Dexterity&amp;lt;br&amp;gt; 38% Damage Taken Goes To Mana&amp;lt;br&amp;gt; 75% Extra Gold From Monsters&amp;lt;br&amp;gt; Level 15 Iron Maiden (40 Charges)&amp;lt;br&amp;gt; Requirements -20%&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Sanctuary'''&amp;lt;br&amp;gt;''KoKoMal''&amp;lt;br&amp;gt;Ko (18) + Ko (18) + Mal (23)&amp;lt;br&amp;gt;Shields&amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| +20% Faster Hit Recovery&amp;lt;br&amp;gt; +20% Faster Block Rate&amp;lt;br&amp;gt; 20% Increased Chance of Blocking&amp;lt;br&amp;gt; +130-160% Enhanced Defense (varies)&amp;lt;br&amp;gt; +250 Defense vs. Missile&amp;lt;br&amp;gt; +20 To Dexterity&amp;lt;br&amp;gt; All Resistances +50-70 (varies)&amp;lt;br&amp;gt; Magic Damage Reduced By 7&amp;lt;br&amp;gt; Level 12 Slow Missiles (60 Charges)&lt;br /&gt;
| See it [[Sanctuary| here]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Silence&amp;quot;&amp;gt;'''Silence'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;''DolEldHelIstTirVex''&amp;lt;br&amp;gt; Dol (14) + Eld (2) + Hel (15) + Ist (24) + Tir (3) + Vex (26) &amp;lt;br&amp;gt;All Weapons. &amp;lt;br&amp;gt; Clvl Required: 55&lt;br /&gt;
| +200% Enhanced Damage &amp;lt;br&amp;gt; 175% Damage vs. Undead &amp;lt;br&amp;gt; +50 to Attack Rating Against Undead &amp;lt;br&amp;gt; 11% Mana Steal &amp;lt;br&amp;gt; Hit Blinds Target &amp;lt;br&amp;gt; (20) Faster Hit Recovery &amp;lt;br&amp;gt; +2 to All Skills &amp;lt;br&amp;gt; All Resistances +75 &amp;lt;br&amp;gt; 20% Increased Attack Speed &amp;lt;br&amp;gt; +2 to Mana After Each Kill &amp;lt;br&amp;gt; Hit Causes Monster to Flee 25% &amp;lt;br&amp;gt; Requirements -20% &amp;lt;br&amp;gt; 30% Better Magic Find&lt;br /&gt;
| See it[[Silence| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Smoke''' &amp;lt;br&amp;gt;''NefLum''&amp;lt;br&amp;gt; Nef (4) + Lum (17) &amp;lt;br&amp;gt;Armor &amp;lt;br&amp;gt; Clvl Required: 37&lt;br /&gt;
| Level 6 Weaken, 18 charges &amp;lt;br&amp;gt; Faster Hit Recovery (20) &amp;lt;br&amp;gt; -1 to Light Radius &amp;lt;br&amp;gt; +75% Enhanced Defense &amp;lt;br&amp;gt; +50% to all Resistances &amp;lt;br&amp;gt; +280 Defense vs. Missiles &amp;lt;br&amp;gt; +10 to Energy&lt;br /&gt;
| See it [[Smoke| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Spirit'''&amp;lt;br&amp;gt;''TalThulOrtAmn''&amp;lt;br&amp;gt;Tal (7) + Thul (10) + Ort (9) + Amn (11)&amp;lt;br&amp;gt;Shields &amp;amp; Swords&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| '''Both'''&amp;lt;br&amp;gt; +2 To All Skills&amp;lt;br&amp;gt; +25-35% Faster Cast Rate (varies)&amp;lt;br&amp;gt; +55% Faster Hit Recovery&amp;lt;br&amp;gt; +22 To Vitality&amp;lt;br&amp;gt; +250 Defense Vs. Missile&amp;lt;br&amp;gt; +89-112 To Mana (varies)&amp;lt;br&amp;gt; +3-8 Magic Absorb (varies)&amp;lt;br&amp;gt; '''Shields'''&amp;lt;br&amp;gt; Cold Resist +35%&amp;lt;br&amp;gt; Lightning Resist +35%&amp;lt;br&amp;gt; Poison Resist +35%&amp;lt;br&amp;gt; Attacker Takes Damage of 14&amp;lt;br&amp;gt; '''Swords'''&amp;lt;br&amp;gt; Adds 1-50 Lightning Damage&amp;lt;br&amp;gt; Adds 3-14 Cold Damage 3 Second Duration (Normal)&amp;lt;br&amp;gt; +75 Poison Damage Over 5 Seconds&amp;lt;br&amp;gt; 7% Life Stolen Per Hit&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Splendor'''&amp;lt;br&amp;gt;''EthLum''&amp;lt;br&amp;gt; Eth (5) + Lum (17)&amp;lt;br&amp;gt;Shield&amp;lt;br&amp;gt;Clvl Required: &lt;br /&gt;
| +1 To All Skills&amp;lt;br&amp;gt; +10% Faster Cast Rate&amp;lt;br&amp;gt; +20% Faster Block Rate&amp;lt;br&amp;gt; +60-100% Enhanced Defense (varies)&amp;lt;br&amp;gt; +10 To Energy&amp;lt;br&amp;gt; Regenerate Mana 15%&amp;lt;br&amp;gt; 50% Extra Gold From Monsters&amp;lt;br&amp;gt; 20% Better Chance of Getting Magic Items&amp;lt;br&amp;gt; +3 To Light Radius&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
| '''Stealth''' &amp;lt;br&amp;gt;''TalEth''&amp;lt;br&amp;gt; Tal (7) + Eth (5) &amp;lt;br&amp;gt;Armor &amp;lt;br&amp;gt; Clvl Required: 17&lt;br /&gt;
| 25% Faster Casting Rate &amp;lt;br&amp;gt; 25% Faster Hit Recovery &amp;lt;br&amp;gt; 25% Faster run/walk speed &amp;lt;br&amp;gt; -3 magical damage taken &amp;lt;br&amp;gt; +15% Mana Regeneration Rate &amp;lt;br&amp;gt; +30% Poison Resistance &amp;lt;br&amp;gt; +15% Maximum Stamina &amp;lt;br&amp;gt; +6 Dexterity&lt;br /&gt;
| See it [[Stealth| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Steel'''&amp;lt;br&amp;gt;''TirEl''&amp;lt;br&amp;gt; Tir (3) + El (1) &amp;lt;br&amp;gt; Works: Sword, Axe, Mace &amp;lt;br&amp;gt; Doesn't work: Maul, Great Maul, War Hammer &amp;lt;br&amp;gt; Clvl Required: 13&lt;br /&gt;
| +20% Enhanced Damage &amp;lt;br&amp;gt; +3 Minimum Damage &amp;lt;br&amp;gt; +3 Maximum Damage &amp;lt;br&amp;gt; +50 Attack Rating &amp;lt;br&amp;gt; 50% Chance of Open Wounds &amp;lt;br&amp;gt; +1 light radius &amp;lt;br&amp;gt; +2 mana per kill &amp;lt;br&amp;gt; 25% Increased Attack Speed&lt;br /&gt;
| See it[[Steel| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Stone''' &amp;lt;br&amp;gt;ShaelUmPulLum''&amp;lt;br&amp;gt; Shael (13) + Um (22) + Pul (21) + Lum (17)&amp;lt;br&amp;gt;Armor&amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| +60% Faster Hit Recovery &amp;lt;br&amp;gt; +220-260% Enhanced Defense &amp;lt;br&amp;gt; +300 Defense Vs. Missile &amp;lt;br&amp;gt; +16 To Strength &amp;lt;br&amp;gt; +16 To Vitality &amp;lt;br&amp;gt; +10 To Energy &amp;lt;br&amp;gt; All Resistances +15 &amp;lt;br&amp;gt; Level 16 Molten Boulder (80 Charges) &amp;lt;br&amp;gt; Level 16 Clay Golem (16 Charges)&lt;br /&gt;
|&lt;br /&gt;
See it [[Stone| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Strength'''&amp;lt;br&amp;gt;''AmnTir''&amp;lt;br&amp;gt; Amn (11) + Tir (3) &amp;lt;br&amp;gt; Melee Weapons&amp;lt;br&amp;gt; Clvl Required: 25&lt;br /&gt;
| +35% Enhanced Damage &amp;lt;br&amp;gt; 25% chance of Crushing Blow &amp;lt;br&amp;gt; 7% life steal &amp;lt;br&amp;gt; +2 mana per kill &amp;lt;br&amp;gt; +10 vitality &amp;lt;br&amp;gt; +20 strength&lt;br /&gt;
| See it[[Strength| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Treachery''' &amp;lt;br&amp;gt;''ShaelThulLem''&amp;lt;br&amp;gt; Shael (13) + Thul (10) + Lem (20) &amp;lt;br&amp;gt;Armor&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| 5% Chance To Cast Level 15 Fade When Struck &amp;lt;br&amp;gt; 25% Chance To Cast level 15 Venom On Striking &amp;lt;br&amp;gt; +2 To Assassin Skills &amp;lt;br&amp;gt; +45% Increased Attack Speed &amp;lt;br&amp;gt; +20% Faster Hit Recovery &amp;lt;br&amp;gt; Cold Resist +30% &amp;lt;br&amp;gt; 50% Extra Gold From Monsters&lt;br /&gt;
| Assassin&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Venom'''&amp;lt;br&amp;gt;''TalDolMal''&amp;lt;br&amp;gt; Tal (7) + Dol (14) + Mal (23) &amp;lt;br&amp;gt; All Weapons &amp;lt;br&amp;gt; Clvl Required: 49&lt;br /&gt;
| 288 Poison Damage Over 6 Seconds &amp;lt;br&amp;gt; Hit Causes Monster To Flee 25% &amp;lt;br&amp;gt; Prevent Monster Heal &amp;lt;br&amp;gt; Ignore Target's Defense &amp;lt;br&amp;gt; 7% Mana Stolen Per Hit &amp;lt;br&amp;gt; Level 15 Poison Explosion (27 Charges) &amp;lt;br&amp;gt; Level 13 Poison Nova (11 Charges)&lt;br /&gt;
| See it [[Venom| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Voice of Reason'''&amp;lt;br&amp;gt;''LemKoElEld''&amp;lt;br&amp;gt;Lem (20) + Ko (18) + El (1) + Eld (2)&amp;lt;br&amp;gt;Maces &amp;amp; Swords&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| 15% Chance To Cast Level 13 Frozen Orb On Striking&amp;lt;br&amp;gt; 18% Chance To Cast Level 20 Ice Blast On Striking&amp;lt;br&amp;gt; +50 To Attack Rating&amp;lt;br&amp;gt; +220-350% Damage To Demons&amp;lt;br&amp;gt; +355-375% Damage To Undead (varies)&amp;lt;br&amp;gt; +50 To Attack Rating Against Undead&amp;lt;br&amp;gt; Adds 100-220 Cold Damage&amp;lt;br&amp;gt; -24% To Enemy Cold Resistance&amp;lt;br&amp;gt; +10 To Dexterity&amp;lt;br&amp;gt; Cannot Be Frozen&amp;lt;br&amp;gt; 75% Extra Gold From Monsters&amp;lt;br&amp;gt; +1 To Light Radius&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
| '''Wealth''' &amp;lt;br&amp;gt;''LemKoTir''&amp;lt;br&amp;gt; Lem (20) + Ko (18) + Tir (3) &amp;lt;br&amp;gt;Armor &amp;lt;br&amp;gt; Clvl Required: 43&lt;br /&gt;
| 100% Better Chance of Getting Magic Items &amp;lt;br&amp;gt; 300% Extra Gold From Monsters &amp;lt;br&amp;gt; +2 to Mana After Each Kill &amp;lt;br&amp;gt; +10 to Dexterity&lt;br /&gt;
| Not a lot of bonuses, but a very large one to magic find and gold. Get rich quick. See it [[Wealth| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| &amp;lt;span id=&amp;quot;White&amp;quot;&amp;gt;'''White'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;''DolIo''&amp;lt;br&amp;gt; Dol (14) + Io (16) &amp;lt;br&amp;gt; Wands&amp;lt;br&amp;gt; Clvl Required: 35&lt;br /&gt;
| Hit causes monster to flee 25% &amp;lt;br&amp;gt; 20% Faster Cast Rate &amp;lt;br&amp;gt; Magic Damage Reduced by 4 &amp;lt;br&amp;gt; +13 to mana &amp;lt;br&amp;gt; +10 to vitality &amp;lt;br&amp;gt; +3 to bone and poison skills &amp;lt;br&amp;gt; +4 to skeleton mastery &amp;lt;br&amp;gt; +2 to bone spear &amp;lt;br&amp;gt; +3 to bone armor&lt;br /&gt;
| See it[[White| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
| &amp;lt;span id=&amp;quot;Wind&amp;quot;&amp;gt;'''Wind'''&amp;lt;/span&amp;gt;&amp;lt;br&amp;gt;''SurEl''&amp;lt;br&amp;gt; Sur (29) + El(1) &amp;lt;br&amp;gt;Melee Weapons&amp;lt;br&amp;gt; Clvl Required:&lt;br /&gt;
| 10% Chance To Cast Level 9 Tornado On Striking&amp;lt;br&amp;gt; +20% Faster Run/Walk&amp;lt;br&amp;gt; +40% Increased Attack Speed&amp;lt;br&amp;gt; +15% Faster Hit Recovery&amp;lt;br&amp;gt; +120-160% Enhanced Damage (varies)&amp;lt;br&amp;gt; -50% Target Defense&amp;lt;br&amp;gt; +50 To Attack Rating&amp;lt;br&amp;gt; Hit Blinds Target&amp;lt;br&amp;gt; +1 To Light Radius&amp;lt;br&amp;gt; Level 13 Twister (127 Charges)&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Wrath'''&amp;lt;br&amp;gt;''PulLumBerMal''&amp;lt;br&amp;gt; Pul (21) + Lum (17) + Ber (30) + Mal (23)&amp;lt;br&amp;gt;Missile Weapons&amp;lt;br&amp;gt;Clvl Required:&lt;br /&gt;
| 30% Chance To Cast Level 1 Decrepify On Striking&amp;lt;br&amp;gt; 5% Chance To Cast Level 10 Life Tap On Striking&amp;lt;br&amp;gt; +375% Damage To Demons&amp;lt;br&amp;gt; +100 To Attack Rating Against Demons&amp;lt;br&amp;gt; +250-300% Damage To Undead (varies)&amp;lt;br&amp;gt; Adds 85-120 Magic Damage&amp;lt;br&amp;gt; Adds 41-240 Lightning Damage&amp;lt;br&amp;gt; 20% Chance of Crushing Blow&amp;lt;br&amp;gt; Prevent Monster Heal&amp;lt;br&amp;gt; +10 To Energy&amp;lt;br&amp;gt; Cannot Be Frozen&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
| '''Zephyr'''&amp;lt;br&amp;gt;''OrtEth''&amp;lt;br&amp;gt; Ort (9) + Eth (5) &amp;lt;br&amp;gt; Bows &amp;amp; Xbows &amp;lt;br&amp;gt; Clvl Required: 21&lt;br /&gt;
| 7% Chance to Cast Slvl 1 Twister When Struck &amp;lt;br&amp;gt; +33% Enhanced Damage &amp;lt;br&amp;gt; +1-50 lightning damage &amp;lt;br&amp;gt; Increased Attack Speed (25) &amp;lt;br&amp;gt; -25% Target Defense &amp;lt;br&amp;gt; Faster Run (25) &amp;lt;br&amp;gt; +25 Defense &amp;lt;br&amp;gt; +66 Attack Rating&lt;br /&gt;
| See it [[Zephyr| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
=Runeword Categories=&lt;br /&gt;
&lt;br /&gt;
The runewords are listed in separate categories also.&lt;br /&gt;
&lt;br /&gt;
* [[Runewords Armor| Armor]]&lt;br /&gt;
* [[Runewords Headgear| Headgear]]&lt;br /&gt;
* [[Runewords_Shields| Shields]]&lt;br /&gt;
* [[Runewords Weapons| Weapons]]&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
[[category:items]]&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Unique_Boots&amp;diff=4911</id>
		<title>Unique Boots</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Unique_Boots&amp;diff=4911"/>
				<updated>2008-04-23T09:51:35Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: note that merman's sprocket can't spawn&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=To Note=&lt;br /&gt;
&lt;br /&gt;
A few unique items have changed with the release of the 1.10 Patch. All new unique items found will have the same stats as the ones in the table below, items found in 1.09 or earlier may have slightly different stats. Items that have had changes will marked with a * and the change will be listed under the table.&lt;br /&gt;
&lt;br /&gt;
* In 1.10 of the Expansion the odds of gambling an Unique is 1 in 2000.&lt;br /&gt;
* Kick Damage: New in 1.10, the kick damage is used by the Assassin's kick finishers. Only Assassins can see this.&lt;br /&gt;
* Item Level: Monsters must be of this level to drop a particular item.&lt;br /&gt;
* Clvl Req: A character must be this level to equip the item.&lt;br /&gt;
&lt;br /&gt;
=Normal=&lt;br /&gt;
&lt;br /&gt;
Normal Uniques are identical in Diablo II and the Expansion.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Name&lt;br /&gt;
! Properties&lt;br /&gt;
! Special Properties&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:boots-hotspur.gif]]&lt;br /&gt;
| '''Hotspur''' *&amp;lt;br&amp;gt; Boots&lt;br /&gt;
| 10 Defense&amp;lt;br&amp;gt; 12 Durability&amp;lt;br&amp;gt; 0 Str Required&amp;lt;br&amp;gt; 3-8 Kick Damage&amp;lt;br&amp;gt; Item Level: 7&amp;lt;br&amp;gt; Clvl Req: 5&lt;br /&gt;
| +15% to Maximum Fire Resist&amp;lt;br&amp;gt; +15 to Life&amp;lt;br&amp;gt; Adds 3-6 Fire Damage&amp;lt;br&amp;gt; +6 Defense&amp;lt;br&amp;gt; +45% to Fire Resist&amp;lt;br&amp;gt; +10-20% Enhanced Defense&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:boots-gorefoot.gif]]&lt;br /&gt;
| '''Gorefoot''' *&amp;lt;br&amp;gt; Heavy Boots&lt;br /&gt;
| 20-21 Defense&amp;lt;br&amp;gt; 14 Durability&amp;lt;br&amp;gt; 18 Str Required&amp;lt;br&amp;gt; 4-10 Kick Damage&amp;lt;br&amp;gt; Item Level: 12&amp;lt;br&amp;gt; Clvl Req: 9&lt;br /&gt;
| 20% Faster Run/Walk&amp;lt;br&amp;gt; +2% Mana Stolen Per Hit&amp;lt;br&amp;gt; Attacker Takes Damage of 2&amp;lt;br&amp;gt; +12 Defense&amp;lt;br&amp;gt; +20-30% Enhanced Defense&amp;lt;br&amp;gt; +2 To Leap (Barbarian Only)&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:boots-treads_cthon.gif]]&lt;br /&gt;
| '''Treads of Cthon''' *&amp;lt;br&amp;gt; Chain Boots&lt;br /&gt;
| 25-26 Defense&amp;lt;br&amp;gt; 16 Durability&amp;lt;br&amp;gt; 30 Str Required&amp;lt;br&amp;gt; 6-12 Kick Damage&amp;lt;br&amp;gt; Item Level: 20&amp;lt;br&amp;gt; Clvl Req: 15&lt;br /&gt;
| 30% Faster Run/Walk&amp;lt;br&amp;gt; +50 Defense vs. Missiles&amp;lt;br&amp;gt; +50% Slower Stamina Drain&amp;lt;br&amp;gt; +10 to Life&amp;lt;br&amp;gt; +12 Defense&amp;lt;br&amp;gt; +30-40% Enhanced Defense&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:boots-goblintoe.gif]]&lt;br /&gt;
| '''Goblin Toe''' *&amp;lt;br&amp;gt; Light Plated Boots&lt;br /&gt;
| 33-34 Defense&amp;lt;br&amp;gt; 18 Durability&amp;lt;br&amp;gt; 50 Str Required&amp;lt;br&amp;gt; 8-16 Kick Damage&amp;lt;br&amp;gt; Item Level: 30&amp;lt;br&amp;gt; Clvl Req: 22&lt;br /&gt;
| +25% Chance of Crushing Blow&amp;lt;br&amp;gt; Physical Damage Taken Reduced by 1&amp;lt;br&amp;gt; Magical Damage Taken Reduced by 1&amp;lt;br&amp;gt; +15 Defense&amp;lt;br&amp;gt; -1 to Light Radius&amp;lt;br&amp;gt; +50-60% Enhanced Defense&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:boots-tearhaunch.gif]]&lt;br /&gt;
| '''Tearhaunch''' *&amp;lt;br&amp;gt; Greaves&lt;br /&gt;
| 60-63 Defense&amp;lt;br&amp;gt; 24 Durability&amp;lt;br&amp;gt; 70 Str Required&amp;lt;br&amp;gt; 10-20 Kick Damage&amp;lt;br&amp;gt; Item Level: 39&amp;lt;br&amp;gt; Clvl Req: 29&lt;br /&gt;
| +35 Defense&amp;lt;br&amp;gt; +5 to Strength&amp;lt;br&amp;gt; +5 to Dexterity&amp;lt;br&amp;gt; 20% Faster Run/Walk&amp;lt;br&amp;gt; All Resistances +10&amp;lt;br&amp;gt; +60-80% Enhanced Defense&amp;lt;br&amp;gt; +2 To Vigor (Paladin Only)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==1.08 Statistics==&lt;br /&gt;
&lt;br /&gt;
Many Uniques changed stats in v1.09. If the item was found prior to v1.09 it will have different stats. Items not listed below didn't have any changes. &lt;br /&gt;
&lt;br /&gt;
* '''Hotspur''': +10 Defense, +15% to Maximum Fire Resist, +15 to Life, +3-6 Fire Damage, +15% Fire Resist&lt;br /&gt;
* '''Gorefoot''': +20% Faster Run/Walk, 2% Mana Stolen Per Hit, Attacker Takes Damage of 2, +12 Defense&lt;br /&gt;
* '''Treads of Cthon''': Didn't have +30-40% Enhanced Defense, rest is same&lt;br /&gt;
* '''Goblin Toe''': Did not have +50-60% Enhanced Defense, rest is same&lt;br /&gt;
* '''Tearhaunch''': Didn't have +60-80% Enhanced Defense or +2 to Vigor, rest is same&lt;br /&gt;
&lt;br /&gt;
=Exceptional=&lt;br /&gt;
&lt;br /&gt;
These Exceptional Uniques are only found in the Diablo II Expansion, not in Diablo II. Unique items in the Diablo II Expansion are found rarely, and have generally awesome stats, far better than the uniques in Diablo II.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Name&lt;br /&gt;
! Item Stats&lt;br /&gt;
! Special Properties&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image: boots-infernostride.gif]]&lt;br /&gt;
| '''Infernostride'''&amp;lt;br&amp;gt; Demonhide Boots&lt;br /&gt;
| 78-104 Defense&amp;lt;br&amp;gt; 12 Durability&amp;lt;br&amp;gt; 20 Str Required&amp;lt;br&amp;gt; Item Level: 37&amp;lt;br&amp;gt; Clvl req: 29&lt;br /&gt;
| Adds 12-33 Fire Damage&amp;lt;br&amp;gt; 20% Faster Run/Walk&amp;lt;br&amp;gt; +10% to Maximum Fire Resist&amp;lt;br&amp;gt; +30% to Fire Resist&amp;lt;br&amp;gt; +2 Light Radius&amp;lt;br&amp;gt; +120-150% Enhanced Defense&amp;lt;br&amp;gt; +40-70% More Gold from Monsters&amp;lt;br&amp;gt; +15 Defense&amp;lt;br&amp;gt; 5% Chance of casting slvl 8 Blaze When Struck&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image: boots-waterwalk.gif]]&lt;br /&gt;
| '''Waterwalk'''&amp;lt;br&amp;gt; Sharkskin Boots&lt;br /&gt;
| 94-123 Defense&amp;lt;br&amp;gt; 70 Durability&amp;lt;br&amp;gt; 47 Str Required&amp;lt;br&amp;gt; Item Level: 40&amp;lt;br&amp;gt; Clvl req: 32&lt;br /&gt;
| +100 Defense vs. Missiles&amp;lt;br&amp;gt; 20% Faster Run/Walk&amp;lt;br&amp;gt; +15 to Dexterity&amp;lt;br&amp;gt; +180-210% Enhanced Defense&amp;lt;br&amp;gt; +45-65 to Life&amp;lt;br&amp;gt; +40 Stamina&amp;lt;br&amp;gt; +5% to Maximum Fire Resist&amp;lt;br&amp;gt; +50% Stamina Regen&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image: boots-silkweave.gif]]&lt;br /&gt;
| '''Silkweave'''&amp;lt;br&amp;gt; Mesh Boots&lt;br /&gt;
| 94-115 Defense&amp;lt;br&amp;gt; 14 Durability&amp;lt;br&amp;gt; 65 Str Required&amp;lt;br&amp;gt; Item Level: 44&amp;lt;br&amp;gt; Clvl req: 36&lt;br /&gt;
| +150-190% Enhanced Defense&amp;lt;br&amp;gt; +5 Mana After Each Kill&amp;lt;br&amp;gt; +200 Defense vs. Missiles&amp;lt;br&amp;gt; +10% Mana&amp;lt;br&amp;gt; 30% Faster Run/Walk&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image: boots-wartraveler.gif]]&lt;br /&gt;
| '''War Traveler''' *&amp;lt;br&amp;gt; Battle Boots&lt;br /&gt;
| 99-138 Defense&amp;lt;br&amp;gt; 48 Durability&amp;lt;br&amp;gt; 95 Str Required&amp;lt;br&amp;gt; Item Level: 50&amp;lt;br&amp;gt; Clvl req: 42&lt;br /&gt;
| +10 to Vitality&amp;lt;br&amp;gt; +10 to Strength&amp;lt;br&amp;gt; +30-50% Better chance of getting magical item&amp;lt;br&amp;gt; +30 Increased Durability&amp;lt;br&amp;gt; 25% Faster Run/Walk&amp;lt;br&amp;gt; +150-190% Enhanced Defense&amp;lt;br&amp;gt; Adds 15-25 Damage&amp;lt;br&amp;gt; Attacker Takes (5-10) Damage&amp;lt;br&amp;gt; +40% Slower Stamina Drain&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image: boots-gorerider.gif]]&lt;br /&gt;
| '''Gore Rider'''&amp;lt;br&amp;gt; War Boots&lt;br /&gt;
| 113-144 Defense&amp;lt;br&amp;gt; 34 Durability&amp;lt;br&amp;gt; 93 Str Required &amp;lt;br&amp;gt; Item Level: 55&amp;lt;br&amp;gt; Clvl req: 47&lt;br /&gt;
| -25% Item Requirements&amp;lt;br&amp;gt; +15% Chance of Deadly Strike&amp;lt;br&amp;gt; 30% Faster Run/Walk&amp;lt;br&amp;gt; +15% Chance of Crushing Blow&amp;lt;br&amp;gt; +10% Chance of Open Wounds&amp;lt;br&amp;gt; +160-200% Enhanced Defense&amp;lt;br&amp;gt; +10 Increased Durability&amp;lt;br&amp;gt; +20 Stamina&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Elite=&lt;br /&gt;
&lt;br /&gt;
Spawn in 1.10 or later only&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;90%&amp;quot;&lt;br /&gt;
! Item&lt;br /&gt;
! Name&lt;br /&gt;
! Item Stats&lt;br /&gt;
! Special Properties&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image: boots-boneweave.jpg]]&lt;br /&gt;
| '''Marrowwalk'''&amp;lt;br&amp;gt; Boneweave Boots&lt;br /&gt;
| 59-67 Defense&amp;lt;br&amp;gt; 162-204&amp;lt;br&amp;gt; 16 Durability&amp;lt;br&amp;gt; 118 Str Required&amp;lt;br&amp;gt; Item Level: 74&amp;lt;br&amp;gt; Clvl req: 66&lt;br /&gt;
| +(170-200)% Enhanced Defense&amp;lt;br&amp;gt; 20% Faster Run/Walk&amp;lt;br&amp;gt; Level 33 Bone Prison (13 Charges)&amp;lt;br&amp;gt; Level 12 Life Tap (10 Charges)&amp;lt;br&amp;gt; Heal Stamina Plus 10%&amp;lt;br&amp;gt; +10% Mana Regen&amp;lt;br&amp;gt; Half Freeze Duration&amp;lt;br&amp;gt; +(10-20) to Strength&amp;lt;br&amp;gt; +17 to Dexterity&amp;lt;br&amp;gt; +(1-2) to Skeleton Mastery (Necromancer Only)&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image: boots-wyrmhide.jpg]]&lt;br /&gt;
| '''Merman's Sprocket'''*&amp;lt;br&amp;gt; Wyrmhide Boots&lt;br /&gt;
| 54-62 Defense&amp;lt;br&amp;gt; 646-482&amp;lt;br&amp;gt; 12 Durability&amp;lt;br&amp;gt; 50 Str Required&amp;lt;br&amp;gt; Item Level: &amp;lt;br&amp;gt; Clvl req: 69&lt;br /&gt;
| +410-420 Defense&amp;lt;br&amp;gt; +310 Defense Vs. Missile&amp;lt;br&amp;gt; +65% Faster Run/Walk&amp;lt;br&amp;gt; Replenish Life +5&amp;lt;br&amp;gt; Regenerate Mana 8%&amp;lt;br&amp;gt; +60-75 Magic Absorb&amp;lt;br&amp;gt; +55 Cold Absorb&amp;lt;br&amp;gt; Cannot Be Frozen&amp;lt;br&amp;gt; + (0.75 Per Character Level) +0.75-74.24 To Mana (Based On Character Level)&amp;lt;br&amp;gt; + (0.75 Per Character Level) Poison Resist +0.75-74.24% (Based On Character Level)&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image: boots-scarabshell.jpg]]&lt;br /&gt;
| '''Sandstorm Trek'''&amp;lt;br&amp;gt; Scarabshell Boots&lt;br /&gt;
| 56-65 Defense&amp;lt;br&amp;gt; 136.8-178.2&amp;lt;br&amp;gt; 646-482&amp;lt;br&amp;gt; 14 Durability&amp;lt;br&amp;gt; 91 Str Required&amp;lt;br&amp;gt; Item Level: 72&amp;lt;br&amp;gt; Clvl req: 64&lt;br /&gt;
| +(140-170)% Enhanced Defense&amp;lt;br&amp;gt; 20% Faster Run/Walk&amp;lt;br&amp;gt; 20% Faster Hit Recovery&amp;lt;br&amp;gt; +0 to Maximum Stamina per clvl&amp;lt;br&amp;gt; 50% Slower Stamina Drain&amp;lt;br&amp;gt; Poison Resist +(40-70)%&amp;lt;br&amp;gt; Repairs 1 durability in 20 seconds&amp;lt;br&amp;gt; +(10-15) to Strength&amp;lt;br&amp;gt; +(10-15) to Vitality&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image: boots-myrmidon-greaves.jpg]]&lt;br /&gt;
| '''Shadow Dancer'''&amp;lt;br&amp;gt; Myrmidon Greaves&lt;br /&gt;
| Ladder Only&amp;lt;br&amp;gt; 62-71 Defense&amp;lt;br&amp;gt; 107.1-144&amp;lt;br&amp;gt; 646-482&amp;lt;br&amp;gt; 24 Durability&amp;lt;br&amp;gt; 167 Str Required&amp;lt;br&amp;gt; Item Level: 79&amp;lt;br&amp;gt; Clvl req: 71&lt;br /&gt;
| +(70-100)% Enhanced Defense&amp;lt;br&amp;gt; 30% Faster Run/Walk&amp;lt;br&amp;gt; 30% Faster Hit Recovery&amp;lt;br&amp;gt; +(15-25) to Dexterity&amp;lt;br&amp;gt; +(1-2) to Shadow Disciplines (Assassin Only)&amp;lt;br&amp;gt; Requirements -20%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
&lt;br /&gt;
*'''Merman's Sprocket:''' These boots were never enabled to actually drop in game.&lt;br /&gt;
&lt;br /&gt;
[[Category:Uniques]]&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Summoning&amp;diff=3432</id>
		<title>Summoning</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Summoning&amp;diff=3432"/>
				<updated>2008-02-09T15:12:16Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: fixed table&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;The Druid's summoning skills allow him to call up wild animals to fight for his cause. He also has two aura-like enhancements, and several interesting living vine skills in this tree.&lt;br /&gt;
&lt;br /&gt;
* [[Druid Skills]]:&lt;br /&gt;
** [[Elemental]]&lt;br /&gt;
** [[Shape Shifting]]&lt;br /&gt;
** [[Summoning]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Long ago, the Druids confided in prayer their sacred charge to the supreme spirits of Nature. The spirits were moved by their plight and answered the Druids' call for help. Over the many years since then, the spirits have contributed in many ways to the Druids' cause, even offering up soldiers to serve in their campaign. A Druid educated in the language of the Natural spirits can appeal to them, and they will provide him with valuable companions. These companions fall into three groups: spirit animals, sentient vines, and minor spirits of Nature.&lt;br /&gt;
&lt;br /&gt;
'''Spirits'''&amp;lt;br&amp;gt;&lt;br /&gt;
Only one Spirit spell may be active at a time. If you summon another Spirit the previous Spirit will disappear. Spirits have hit points and can be destroyed. Spirits are similar to Paladin Auras. Both of the Spirit Auras can be active on party members at the same time, but the same one will not stack, so Druids should decide in advance who will cast which.&lt;br /&gt;
&lt;br /&gt;
Spirits are immune to Physical Damage and Poison on Nightmare. In Hell Difficulty, they're immune to Poison.&lt;br /&gt;
&lt;br /&gt;
'''Summoned Minions'''&amp;lt;br&amp;gt;&lt;br /&gt;
Druids may summon Ravens, Spirit Wolves, Dire Wolves, and Grizzly Bears. Ravens are optional, but only one type of the wolf or bear minions can be present at a time. For example, casting a Grizzly Bear will dispel previously cast wolves, and vice versa. In earlier versions of D2X, there was no reason to put more than one point into a wolf or bear summoning skill if you didn't intend to use that one constantly. Now, with synergies, multiple points in all three skills can be valuable.&lt;br /&gt;
&lt;br /&gt;
'''Vines'''&amp;lt;br /&amp;gt;&lt;br /&gt;
Vines follow you around much like any other Minion. They can be attacked and can die. You can only have one Vine at a time. If you want your Vines to survive longer, spend more skill points to build up their maximum life.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Raven==&lt;br /&gt;
'''Required Level:''' 1&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': None&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Details:''' Ravens swarm in a cloud and look nifty, but their damage is negligible and their AI is lacking.  This skill is useful only as a prerequisite or a novelty.&lt;br /&gt;
* Ravens can peck out their eyes of their targets, creating an effect similar to the Necromancer's &amp;quot;Dim Vision&amp;quot; curse.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost: 6&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Ravens&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
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| 5&lt;br /&gt;
| 5&lt;br /&gt;
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| 5&lt;br /&gt;
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| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Hits&lt;br /&gt;
| 12&lt;br /&gt;
| 13&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
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| 31&lt;br /&gt;
|-&lt;br /&gt;
| Damage&lt;br /&gt;
| 2-4&lt;br /&gt;
| 3-5&lt;br /&gt;
| 4-6&lt;br /&gt;
| 5-7&lt;br /&gt;
| 6-8&lt;br /&gt;
| 7-9&lt;br /&gt;
| 8-10&lt;br /&gt;
| 9-11&lt;br /&gt;
| 10-12&lt;br /&gt;
| 11-13&lt;br /&gt;
| 12-14&lt;br /&gt;
| 13-15&lt;br /&gt;
| 14-16&lt;br /&gt;
| 15-17&lt;br /&gt;
| 16-18&lt;br /&gt;
| 17-19&lt;br /&gt;
| 18-20&lt;br /&gt;
| 19-21&lt;br /&gt;
| 20-22&lt;br /&gt;
| 21-23&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Poison Creeper==&lt;br /&gt;
'''Required Level:''' 1&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': None&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Details:''' Poison Creeper vines tunnel through the earth and pop up beside monsters, hitting them for poison damage.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost: 8&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Life&lt;br /&gt;
| 50&lt;br /&gt;
| 62&lt;br /&gt;
| 75&lt;br /&gt;
| 87&lt;br /&gt;
| 100&lt;br /&gt;
| 112&lt;br /&gt;
| 125&lt;br /&gt;
| 137&lt;br /&gt;
| 150&lt;br /&gt;
| 162&lt;br /&gt;
| 175&lt;br /&gt;
| 187&lt;br /&gt;
| 200&lt;br /&gt;
| 212&lt;br /&gt;
| 225&lt;br /&gt;
| 237&lt;br /&gt;
| 250&lt;br /&gt;
| 262&lt;br /&gt;
| 275&lt;br /&gt;
| 287&lt;br /&gt;
|-&lt;br /&gt;
| Poison Damage Over 4 Seconds&lt;br /&gt;
| 4-6&lt;br /&gt;
| 7-8&lt;br /&gt;
| 10-11&lt;br /&gt;
| 12-14&lt;br /&gt;
| 15-17&lt;br /&gt;
| 18-19&lt;br /&gt;
| 21-22&lt;br /&gt;
| 23-25&lt;br /&gt;
| 28-30&lt;br /&gt;
| 33-34&lt;br /&gt;
| 37-39&lt;br /&gt;
| 42-44&lt;br /&gt;
| 47-48&lt;br /&gt;
| 51-53&lt;br /&gt;
| 56-58&lt;br /&gt;
| 61-62&lt;br /&gt;
| 67-68&lt;br /&gt;
| 73-74&lt;br /&gt;
| 78-80&lt;br /&gt;
| 84-86&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Oak Sage==&lt;br /&gt;
'''Required Level:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''' None&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Details:''' The Oak Sage spirit floats around, radiating a hit point enhancing aura that affects the Druid and all characters and minions in his party.  Spirits are living things, and if killed their enhancing aura vanishes. A wise Druid will keep a close eye on the hit points of his spirit, and recast it when necessary. Unexpectedly losing half your hit points can be quite dangerous, and spirits are not very good at staying out of harm's way.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
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! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost&lt;br /&gt;
| 15&lt;br /&gt;
| 16&lt;br /&gt;
| 17&lt;br /&gt;
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| 32&lt;br /&gt;
| 33&lt;br /&gt;
| 34&lt;br /&gt;
|-&lt;br /&gt;
| Life&lt;br /&gt;
| 60&lt;br /&gt;
| 78&lt;br /&gt;
| 96&lt;br /&gt;
| 114&lt;br /&gt;
| 132&lt;br /&gt;
| 150&lt;br /&gt;
| 168&lt;br /&gt;
| 186&lt;br /&gt;
| 204&lt;br /&gt;
| 222&lt;br /&gt;
| 240&lt;br /&gt;
| 258&lt;br /&gt;
| 276&lt;br /&gt;
| 294&lt;br /&gt;
| 312&lt;br /&gt;
| 330&lt;br /&gt;
| 348&lt;br /&gt;
| 366&lt;br /&gt;
| 384&lt;br /&gt;
| 402&lt;br /&gt;
|-&lt;br /&gt;
| Life +%&lt;br /&gt;
| 30&lt;br /&gt;
| 35&lt;br /&gt;
| 40&lt;br /&gt;
| 45&lt;br /&gt;
| 50&lt;br /&gt;
| 55&lt;br /&gt;
| 60&lt;br /&gt;
| 65&lt;br /&gt;
| 70&lt;br /&gt;
| 75&lt;br /&gt;
| 80&lt;br /&gt;
| 85&lt;br /&gt;
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| 95&lt;br /&gt;
| 100&lt;br /&gt;
| 105&lt;br /&gt;
| 110&lt;br /&gt;
| 115&lt;br /&gt;
| 120&lt;br /&gt;
| 125&lt;br /&gt;
|-&lt;br /&gt;
| Radius X Yards&lt;br /&gt;
| 20&lt;br /&gt;
| 21.3&lt;br /&gt;
| 22.6&lt;br /&gt;
| 24&lt;br /&gt;
| 25.3&lt;br /&gt;
| 26.6&lt;br /&gt;
| 28&lt;br /&gt;
| 29.3&lt;br /&gt;
| 30.6&lt;br /&gt;
| 32&lt;br /&gt;
| 33.3&lt;br /&gt;
| 34.6&lt;br /&gt;
| 36&lt;br /&gt;
| 37.3&lt;br /&gt;
| 38.6&lt;br /&gt;
| 40&lt;br /&gt;
| 41.3&lt;br /&gt;
| 42.6&lt;br /&gt;
| 44&lt;br /&gt;
| 45.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summon Spirit Wolf==&lt;br /&gt;
'''Required Level:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Raven&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' Points in Summon Dire Wolf and Summon Grizzly add substantially to the hit points of Spirit Wolves.&lt;br /&gt;
'''Effect''': This gift of Nature allows the Druid to conjure forth one or more wolf allies who, with their mystical powers, provide the Druid a potent and ferocious colleague. Spirit Wolves make useful tanks, and can kill monsters fairly well early in the game.  They aren't tough enough to use at higher difficulty levels, but thanks to the boosting synergy, points in this skill add to the hit points of Dire Wolves and Grizzlies.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
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! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost: 15&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Wolves&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
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| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
|-&lt;br /&gt;
| Damage&lt;br /&gt;
| 2-6&lt;br /&gt;
| 3-7&lt;br /&gt;
| 4-8&lt;br /&gt;
| 6-9&lt;br /&gt;
| 7-10&lt;br /&gt;
| 8-12&lt;br /&gt;
| 9-13&lt;br /&gt;
| 10-14&lt;br /&gt;
| 13-16&lt;br /&gt;
| 15-19&lt;br /&gt;
| 18-21&lt;br /&gt;
| 20-24&lt;br /&gt;
| 22-26&lt;br /&gt;
| 25-28&lt;br /&gt;
| 27-31&lt;br /&gt;
| 30-33&lt;br /&gt;
| 34-38&lt;br /&gt;
| 39-43&lt;br /&gt;
| 44-48&lt;br /&gt;
| 49-52&lt;br /&gt;
|-&lt;br /&gt;
| Passive Attack Rating Bonus +%&lt;br /&gt;
| 50&lt;br /&gt;
| 75&lt;br /&gt;
| 100&lt;br /&gt;
| 125&lt;br /&gt;
| 150&lt;br /&gt;
| 175&lt;br /&gt;
| 200&lt;br /&gt;
| 225&lt;br /&gt;
| 250&lt;br /&gt;
| 275&lt;br /&gt;
| 300&lt;br /&gt;
| 325&lt;br /&gt;
| 350&lt;br /&gt;
| 375&lt;br /&gt;
| 400&lt;br /&gt;
| 425&lt;br /&gt;
| 450&lt;br /&gt;
| 475&lt;br /&gt;
| 500&lt;br /&gt;
| 550&lt;br /&gt;
|-&lt;br /&gt;
| Passive Defense Bonus +%&lt;br /&gt;
| 50&lt;br /&gt;
| 60&lt;br /&gt;
| 70&lt;br /&gt;
| 80&lt;br /&gt;
| 90&lt;br /&gt;
| 100&lt;br /&gt;
| 110&lt;br /&gt;
| 120&lt;br /&gt;
| 130&lt;br /&gt;
| 140&lt;br /&gt;
| 150&lt;br /&gt;
| 160&lt;br /&gt;
| 170&lt;br /&gt;
| 180&lt;br /&gt;
| 190&lt;br /&gt;
| 200&lt;br /&gt;
| 210&lt;br /&gt;
| 220&lt;br /&gt;
| 230&lt;br /&gt;
| 240&lt;br /&gt;
|-&lt;br /&gt;
| Life: 71&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Carrion Vine==&lt;br /&gt;
'''Required Level:''' 12&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Poison Creeper&amp;lt;br&amp;gt;&lt;br /&gt;
'''Details:''' This vine tunnels around and pops up out of the ground beneath monster corpses, causing them to rapidly consume and funneling some of their life to the Druid.&lt;br /&gt;
* This skill destroys corpses so they can not be resurrected by monster shamans.&lt;br /&gt;
* This vine will drive Find Item Barbarians crazy as it dissolves valuable boss corpses.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost: 10&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Life&lt;br /&gt;
| 95&lt;br /&gt;
| 118&lt;br /&gt;
| 142&lt;br /&gt;
| 166&lt;br /&gt;
| 190&lt;br /&gt;
| 213&lt;br /&gt;
| 237&lt;br /&gt;
| 261&lt;br /&gt;
| 285&lt;br /&gt;
| 308&lt;br /&gt;
| 332&lt;br /&gt;
| 356&lt;br /&gt;
| 380&lt;br /&gt;
| 403&lt;br /&gt;
| 427&lt;br /&gt;
| 451&lt;br /&gt;
| 475&lt;br /&gt;
| 498&lt;br /&gt;
| 522&lt;br /&gt;
| 546&lt;br /&gt;
|-&lt;br /&gt;
| Heals %&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 9&lt;br /&gt;
| 9&lt;br /&gt;
| 9&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Heart of Wolverine==&lt;br /&gt;
'''Required Level:''' 18&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''': Oak Sage&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Details:''' This spirit's aura provides a hearty attack rating and damage bonus to the Druid and all players and minions in his party.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost&lt;br /&gt;
| 20&lt;br /&gt;
| 21&lt;br /&gt;
| 22&lt;br /&gt;
| 23&lt;br /&gt;
| 24&lt;br /&gt;
| 25&lt;br /&gt;
| 26&lt;br /&gt;
| 27&lt;br /&gt;
| 28&lt;br /&gt;
| 29&lt;br /&gt;
| 30&lt;br /&gt;
| 31&lt;br /&gt;
| 32&lt;br /&gt;
| 33&lt;br /&gt;
| 34&lt;br /&gt;
| 35&lt;br /&gt;
| 36&lt;br /&gt;
| 37&lt;br /&gt;
| 38&lt;br /&gt;
| 39&lt;br /&gt;
|-&lt;br /&gt;
| Life&lt;br /&gt;
| 136&lt;br /&gt;
| 170&lt;br /&gt;
| 204&lt;br /&gt;
| 238&lt;br /&gt;
| 272&lt;br /&gt;
| 306&lt;br /&gt;
| 340&lt;br /&gt;
| 374&lt;br /&gt;
| 408&lt;br /&gt;
| 442&lt;br /&gt;
| 476&lt;br /&gt;
| 510&lt;br /&gt;
| 544&lt;br /&gt;
| 578&lt;br /&gt;
| 612&lt;br /&gt;
| 646&lt;br /&gt;
| 680&lt;br /&gt;
| 714&lt;br /&gt;
| 748&lt;br /&gt;
| 782&lt;br /&gt;
|-&lt;br /&gt;
| Damage +%&lt;br /&gt;
| 20&lt;br /&gt;
| 27&lt;br /&gt;
| 34&lt;br /&gt;
| 41&lt;br /&gt;
| 48&lt;br /&gt;
| 55&lt;br /&gt;
| 62&lt;br /&gt;
| 69&lt;br /&gt;
| 76&lt;br /&gt;
| 83&lt;br /&gt;
| 90&lt;br /&gt;
| 97&lt;br /&gt;
| 104&lt;br /&gt;
| 111&lt;br /&gt;
| 118&lt;br /&gt;
| 125&lt;br /&gt;
| 132&lt;br /&gt;
| 139&lt;br /&gt;
| 146&lt;br /&gt;
| 153&lt;br /&gt;
|-&lt;br /&gt;
| Attack Rating +%&lt;br /&gt;
| 25&lt;br /&gt;
| 32&lt;br /&gt;
| 39&lt;br /&gt;
| 46&lt;br /&gt;
| 53&lt;br /&gt;
| 60&lt;br /&gt;
| 67&lt;br /&gt;
| 74&lt;br /&gt;
| 81&lt;br /&gt;
| 88&lt;br /&gt;
| 95&lt;br /&gt;
| 102&lt;br /&gt;
| 109&lt;br /&gt;
| 116&lt;br /&gt;
| 123&lt;br /&gt;
| 130&lt;br /&gt;
| 137&lt;br /&gt;
| 144&lt;br /&gt;
| 151&lt;br /&gt;
| 158&lt;br /&gt;
|-&lt;br /&gt;
| Radius X Yards&lt;br /&gt;
| 20 &lt;br /&gt;
| 21.3&lt;br /&gt;
| 22.6&lt;br /&gt;
| 24 &lt;br /&gt;
| 25.3&lt;br /&gt;
| 26.6&lt;br /&gt;
| 28 &lt;br /&gt;
| 29.3&lt;br /&gt;
| 30.6&lt;br /&gt;
| 32 &lt;br /&gt;
| 33.3&lt;br /&gt;
| 34.6&lt;br /&gt;
| 36 &lt;br /&gt;
| 37.3&lt;br /&gt;
| 38.6&lt;br /&gt;
| 40 &lt;br /&gt;
| 41.3&lt;br /&gt;
| 42.6&lt;br /&gt;
| 44 &lt;br /&gt;
| 45.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summon Dire Wolf==&lt;br /&gt;
'''Required Level:''' 18&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Raven, Oak Sage, Summon Spirit Wolf&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' Points in Summon Spirit Wolf and Summon Grizzly add substantially to the hit points of Dire Wolves.&lt;br /&gt;
'''Effect''': Dire Wolves deal more damage and have more hit points than Spirit Wolves, but only three of them may be summoned at once. They eat corpses to heal themselves, destroying those corpses in the process. This denies monster shamans the ability to resurrect them, but since the wolves generally only eat when there are no other monsters in range to attack, this isn't a very good skill to destroy corpses in the middle of battle.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost: 20&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Wolves&lt;br /&gt;
| 1&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
| 3&lt;br /&gt;
|-&lt;br /&gt;
| Passive Life % Bonus To Bears and Wolves&lt;br /&gt;
| 50&lt;br /&gt;
| 75&lt;br /&gt;
| 100&lt;br /&gt;
| 125&lt;br /&gt;
| 150&lt;br /&gt;
| 175&lt;br /&gt;
| 200&lt;br /&gt;
| 225&lt;br /&gt;
| 250&lt;br /&gt;
| 275&lt;br /&gt;
| 300&lt;br /&gt;
| 325&lt;br /&gt;
| 350&lt;br /&gt;
| 375&lt;br /&gt;
| 400&lt;br /&gt;
| 425&lt;br /&gt;
| 450&lt;br /&gt;
| 475&lt;br /&gt;
| 500&lt;br /&gt;
| 525&lt;br /&gt;
|-&lt;br /&gt;
| Damage&lt;br /&gt;
| 8-14&lt;br /&gt;
| 10-16&lt;br /&gt;
| 13-19&lt;br /&gt;
| 15-21&lt;br /&gt;
| 18-24&lt;br /&gt;
| 20-26&lt;br /&gt;
| 22-28&lt;br /&gt;
| 25-31&lt;br /&gt;
| 28-34&lt;br /&gt;
| 32-38&lt;br /&gt;
| 36-42&lt;br /&gt;
| 39-45&lt;br /&gt;
| 43-49&lt;br /&gt;
| 46-52&lt;br /&gt;
| 50-56&lt;br /&gt;
| 54-60&lt;br /&gt;
| 61-67&lt;br /&gt;
| 68-74&lt;br /&gt;
| 75-81&lt;br /&gt;
| 82-88&lt;br /&gt;
|-&lt;br /&gt;
| Life 114&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Solar Creeper==&lt;br /&gt;
'''Required Level:''' 24&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Poison Creeper, Carrion Vine. &amp;lt;br /&amp;gt;&lt;br /&gt;
'''Effect:''' The solar creeper tunnels around the battlefield and pops up beside monsters, draining their life and converting it to mana, which it feeds to the Druid.  This vine can assist an Elemental Druid in keeping his mana full, though the mana transferred isn't large enough to make this an especially useful minion.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost&lt;br /&gt;
| 14&lt;br /&gt;
| 15&lt;br /&gt;
| 16&lt;br /&gt;
| 17&lt;br /&gt;
| 18&lt;br /&gt;
| 19&lt;br /&gt;
| 20&lt;br /&gt;
| 21&lt;br /&gt;
| 22&lt;br /&gt;
| 23&lt;br /&gt;
| 24&lt;br /&gt;
| 25&lt;br /&gt;
| 26&lt;br /&gt;
| 27&lt;br /&gt;
| 28&lt;br /&gt;
| 29&lt;br /&gt;
| 30&lt;br /&gt;
| 31&lt;br /&gt;
| 32&lt;br /&gt;
| 33&lt;br /&gt;
|-&lt;br /&gt;
| Life&lt;br /&gt;
| 165&lt;br /&gt;
| 198&lt;br /&gt;
| 231&lt;br /&gt;
| 264&lt;br /&gt;
| 297&lt;br /&gt;
| 330&lt;br /&gt;
| 363&lt;br /&gt;
| 396&lt;br /&gt;
| 429&lt;br /&gt;
| 462&lt;br /&gt;
| 495&lt;br /&gt;
| 528&lt;br /&gt;
| 561&lt;br /&gt;
| 594&lt;br /&gt;
| 627&lt;br /&gt;
| 660&lt;br /&gt;
| 693&lt;br /&gt;
| 726&lt;br /&gt;
| 759&lt;br /&gt;
| 792&lt;br /&gt;
|-&lt;br /&gt;
| Mana Recovery Rate %&lt;br /&gt;
| 2&lt;br /&gt;
| 2&lt;br /&gt;
| 3&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 4&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 5&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Spirit of Barbs==&lt;br /&gt;
'''Required Level:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:'''Oak Sage, Heart of Wolverine.&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Details:''' This spirit bestows a Thorns aura on the Druid and all in his party. This skill is largely ignored since the damage reflected is woefully inadequate to make it viable past normal difficulty. Level 20 of this skill reflects 430% damage. In comparison, the Paladin's Thorns aura reflects 450% at level 6 and 1010% at level 20, and the Necromancer's Iron Maiden curse reflects 450% at level 11, and 675% at level 20.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost&lt;br /&gt;
| 25&lt;br /&gt;
| 26&lt;br /&gt;
| 27&lt;br /&gt;
| 28&lt;br /&gt;
| 29&lt;br /&gt;
| 30&lt;br /&gt;
| 31&lt;br /&gt;
| 32&lt;br /&gt;
| 33&lt;br /&gt;
| 34&lt;br /&gt;
| 35&lt;br /&gt;
| 36&lt;br /&gt;
| 37&lt;br /&gt;
| 38&lt;br /&gt;
| 39&lt;br /&gt;
| 40&lt;br /&gt;
| 41&lt;br /&gt;
| 42&lt;br /&gt;
| 43&lt;br /&gt;
| 44&lt;br /&gt;
|-&lt;br /&gt;
| Life&lt;br /&gt;
| 213&lt;br /&gt;
| 266&lt;br /&gt;
| 319&lt;br /&gt;
| 372&lt;br /&gt;
| 426&lt;br /&gt;
| 479&lt;br /&gt;
| 532&lt;br /&gt;
| 585&lt;br /&gt;
| 639&lt;br /&gt;
| 692&lt;br /&gt;
| 745&lt;br /&gt;
| 798&lt;br /&gt;
| 852&lt;br /&gt;
| 905&lt;br /&gt;
| 958&lt;br /&gt;
| 1011&lt;br /&gt;
| 1065&lt;br /&gt;
| 1118&lt;br /&gt;
| 1171&lt;br /&gt;
| 1224&lt;br /&gt;
|-&lt;br /&gt;
| % Damage Returned&lt;br /&gt;
| 50&lt;br /&gt;
| 70&lt;br /&gt;
| 90&lt;br /&gt;
| 110&lt;br /&gt;
| 130&lt;br /&gt;
| 150&lt;br /&gt;
| 170&lt;br /&gt;
| 190&lt;br /&gt;
| 210&lt;br /&gt;
| 230&lt;br /&gt;
| 250&lt;br /&gt;
| 270&lt;br /&gt;
| 290&lt;br /&gt;
| 310&lt;br /&gt;
| 330&lt;br /&gt;
| 350&lt;br /&gt;
| 370&lt;br /&gt;
| 390&lt;br /&gt;
| 410&lt;br /&gt;
| 430&lt;br /&gt;
|-&lt;br /&gt;
| Radius X Yards&lt;br /&gt;
| 20&lt;br /&gt;
| 21.3&lt;br /&gt;
| 22.6&lt;br /&gt;
| 24&lt;br /&gt;
| 25.3&lt;br /&gt;
| 26.6&lt;br /&gt;
| 28&lt;br /&gt;
| 29.3&lt;br /&gt;
| 30.6&lt;br /&gt;
| 32&lt;br /&gt;
| 33.3&lt;br /&gt;
| 34.6&lt;br /&gt;
| 36&lt;br /&gt;
| 37.3&lt;br /&gt;
| 38.6&lt;br /&gt;
| 40&lt;br /&gt;
| 41.3&lt;br /&gt;
| 42.6&lt;br /&gt;
| 44&lt;br /&gt;
| 45.3&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Summon Grizzly==&lt;br /&gt;
'''Casting Delay:''': 1 Second&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Required Level:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites:''' Raven, Oak Sage, Summon Spirit Wolf, Summon Dire Wolf&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' Points in Summon Spirit Wolf and Summon Dire Wolf add substantially to the hit points of the Grizzly.&lt;br /&gt;
'''Details:''' Summoned Grizzlies are fierce minions, capable of inflicting heavy damage. Grizzlies move slowly, but have strong attacks that stun and knock back their targets.&lt;br /&gt;
* Only one Grizzly may be summoned at a time.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost: 40&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Damage&lt;br /&gt;
| 37-75&lt;br /&gt;
| 54-94&lt;br /&gt;
| 72-116&lt;br /&gt;
| 93-139&lt;br /&gt;
| 115-165&lt;br /&gt;
| 140-192&lt;br /&gt;
| 166-222&lt;br /&gt;
| 195-253&lt;br /&gt;
| 235-297&lt;br /&gt;
| 279-344&lt;br /&gt;
| 326-393&lt;br /&gt;
| 376-446&lt;br /&gt;
| 428-502&lt;br /&gt;
| 484-561&lt;br /&gt;
| 543-622&lt;br /&gt;
| 605-687&lt;br /&gt;
| 684-769&lt;br /&gt;
| 767-855&lt;br /&gt;
| 854-945&lt;br /&gt;
| 945-1039&lt;br /&gt;
|-&lt;br /&gt;
| Passive % Damage Bonus To Wolves and Bears&lt;br /&gt;
| 25&lt;br /&gt;
| 35&lt;br /&gt;
| 45&lt;br /&gt;
| 55&lt;br /&gt;
| 65&lt;br /&gt;
| 75&lt;br /&gt;
| 85&lt;br /&gt;
| 95&lt;br /&gt;
| 105&lt;br /&gt;
| 115&lt;br /&gt;
| 125&lt;br /&gt;
| 135&lt;br /&gt;
| 145&lt;br /&gt;
| 155&lt;br /&gt;
| 165&lt;br /&gt;
| 175&lt;br /&gt;
| 185&lt;br /&gt;
| 195&lt;br /&gt;
| 205&lt;br /&gt;
| 215&lt;br /&gt;
|-&lt;br /&gt;
| Life: 650&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Druid]]&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3425</id>
		<title>Player Settings</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3425"/>
				<updated>2008-02-06T22:46:52Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: /* Skills and Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The player setting gives account of how many players are present in one game. It has impact on monsters' hit points, experience gained and drops. The default player setting is 1. However, with every player joining a multiplayer game the player setting is increased by one up till a maximum of 8 (i.e. the maximum number of players in one game). In Single Player mode, open battle.net and non battle.net Multiplayer mode the player setting can be changed by the [[#PlayersX|Players X Command]].&lt;br /&gt;
&lt;br /&gt;
Common abbreveations are &amp;quot;pX&amp;quot; or &amp;quot;/pX&amp;quot;, e.g. &amp;quot;I cleared the whole Throne Room on p8&amp;quot;, meaning that all of Baal's minion waves were defeated on a player setting of 8 players.&lt;br /&gt;
&lt;br /&gt;
=Influence on game mechanics=&lt;br /&gt;
In general one could say: the higher the player setting, the higher the monsters' hit points, the amount of experience gained and the frequency/amount of drops. Basically that means:&lt;br /&gt;
*You'll level faster&lt;br /&gt;
*You'll need more time for killing monsters&lt;br /&gt;
*You'll find more items&lt;br /&gt;
'''Note:''' The player setting does &amp;lt;u&amp;gt;'''not'''&amp;lt;/u&amp;gt; influence the quality of the dropped items! There's an entirely different algorithm for that.&lt;br /&gt;
&lt;br /&gt;
To make things a bit more difficult: there is a distinction between near players in a party with you and unpartied players. That will be of importance for some game aspects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monsters' Hit Points===&lt;br /&gt;
Each monster's Hit Points are multiplied by the number of players in the game according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Hit Points = X * n'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09: '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Hit Points = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base Hit Points&lt;br /&gt;
n = # of players in game&lt;br /&gt;
&lt;br /&gt;
Assorted in a table it looks like this:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!HP 1.08&lt;br /&gt;
!HP 1.09&lt;br /&gt;
!HP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|200%&lt;br /&gt;
|200%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|300%&lt;br /&gt;
|300%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|400%&lt;br /&gt;
|400%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|500%&lt;br /&gt;
|450%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|600%&lt;br /&gt;
|520%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|700%&lt;br /&gt;
|570%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|800%&lt;br /&gt;
|620%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|700%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|1200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|2200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|3400%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(HPs increase by 50% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
With increasing player settings the amount of Experience gained also increases according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Experience = X * (2n + 1) / 3'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09 (any): '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Experience = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base experience&lt;br /&gt;
n = # of players in the game&lt;br /&gt;
&lt;br /&gt;
So it's basically the same numbers as for the Hit Points calculations.&lt;br /&gt;
&lt;br /&gt;
Here's the table:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!XP 1.08&lt;br /&gt;
!XP 1.09&lt;br /&gt;
!XP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|167%&lt;br /&gt;
|175%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|233%&lt;br /&gt;
|250%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|300%&lt;br /&gt;
|325%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|367%&lt;br /&gt;
|375%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|433%&lt;br /&gt;
|400%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|500%&lt;br /&gt;
|425%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|567%&lt;br /&gt;
|450%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|455%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|505%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|605%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|725%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(XP increases by 5% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
As already stated, the player setting will not affect the item quality, but will affect the amount of items dropped.&lt;br /&gt;
&lt;br /&gt;
So how does the player setting affect monster drops? First, we'll have to introduce a term called &amp;quot;nodrop&amp;quot;. Every monster has a certain chance for this &amp;quot;nodrop&amp;quot;, that is the chance to drop nothing at all. The greater this number, the greater the chance to drop nothing. This value is cut down with increasing player settings according to the following formula '''''in V1.11''''' (for basics on item generation, nodrop an so on see the [http://forums.diabloii.net/showthread.php?t=392254 Item Generation Tutorial for Patch 1.11] on the DII Strategy Forum from Warrior of Light):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NewNoDrop=int( ProbSum/(1/((NoDrop/(NoDrop+ProbSum))^N)-1) )''',&amp;lt;br&amp;gt;&lt;br /&gt;
where N=int(1+AdditionalPlayers/2+ClosePartiedPlayers/2),&amp;lt;br&amp;gt;&lt;br /&gt;
AdditionalPlayers — the number of all additional players in the game, where the monster is killed,&amp;lt;br&amp;gt;&lt;br /&gt;
ClosePartiedPlayers — the number of players in your party near you (not far than two screens away),&amp;lt;br&amp;gt;&lt;br /&gt;
ProbSum=Prob1+Prob2+Prob3+...+Prob10,&amp;lt;br&amp;gt;&lt;br /&gt;
int — operation of truncating fractional part of a number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This looks pretty complicated, so for the sake of comprehensibility let's just say:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''For normal monsters:''' The more players, the more drops.&lt;br /&gt;
*'''For Super Uniques''' (like Pindleskin), '''Uniques and Champions''': player setting is irrelevant.&lt;br /&gt;
**Super Uniques will always drop two items.&lt;br /&gt;
**Uniques will always drop one item.&lt;br /&gt;
**Champions will always drop one item.&lt;br /&gt;
*'''Bosses''': &amp;quot;nodrop&amp;quot; will be reduced to zero for 5 unpartied players or 3 near players in the same party. In Single Player the difference between the drops for 3 player setting and 5 player setting is only marginal though.&lt;br /&gt;
&lt;br /&gt;
Note: The formula implies, that for unpartied players (and simulated players via the Players X Command) only every second additional players has impact on drop rates. So the steps for more drops are '''players 3''', '''players 5''' and '''players 7'''.&amp;lt;br&amp;gt;&lt;br /&gt;
In other words: players 8 and players 7 have the same drop rates, players 6 and 5, players 4 and 3, and players 2 and 1.&lt;br /&gt;
Note that the amount of Experience gained and monsters' Hit Points are nonetheless different for each player setting (as stated above).&lt;br /&gt;
&lt;br /&gt;
===Skills and Abilities===&lt;br /&gt;
A frequent question when it comes to player setting is, which skills and weapon abilties that correlate with a target's Hit Points scale with the player setting. For example, the Necromancer's Corpse Explosion deals damage depending on the corpse's HPs (between 60% and 100%). Does the skill take the base HPs or the modified (higher) HPs on higher player settings? Unfortunately the answer is: Depends on what version you are using. Here's a list of skills and abilities, that correlate with a target's HPs.&lt;br /&gt;
&lt;br /&gt;
''The list is not complete yet. Feel free to add any information you have about scaling.''&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Skill/Ability&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot;|scales in&lt;br /&gt;
|-&lt;br /&gt;
!1.10s+&lt;br /&gt;
!1.10a&lt;br /&gt;
!1.09&lt;br /&gt;
!1.08&lt;br /&gt;
!1.07&lt;br /&gt;
!1.06&lt;br /&gt;
!1.05&lt;br /&gt;
!1.04&lt;br /&gt;
!1.03&lt;br /&gt;
!1.02&lt;br /&gt;
!1.01&lt;br /&gt;
!1.00&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Static Field&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Corpse Explosion&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Death Sentry&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Crushing Blow&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|?&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Summoned minions (HPs)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;PlayersX&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Players X Command=&lt;br /&gt;
From version 1.09 onward, the player setting can be changed arbitrarily in Single Player mode, open battle.net and non battle.net Mulitplayer mode. In order to do so, one has to enter a certain command while in game. This is done by hitting &amp;quot;Enter&amp;quot;, typing the players X command, and confirming by hitting &amp;quot;Enter&amp;quot; again (yes, it's the normal shoutbox usage). The command differs slightly for the different versions of Diablo II.&lt;br /&gt;
&lt;br /&gt;
In genereal the Players X command simulates an amout of players in the game equal X, although less players are actually in game. X cannot be lower than the actual number of players in game. For example, if you're playing with 2 friends a multiplayer game via TCP/IP, you can only choose a number equal or greater than 3. All other commands will be ignored.&lt;br /&gt;
&lt;br /&gt;
'''The Players X Command only simulates unpartied players.''' (Important for drop mechanics as explained above)&lt;br /&gt;
&lt;br /&gt;
Note that the Players X command doesn't affect monsters that have already spawned by the time you type the command. I'm not entirely sure about the radius in which monsters spawn around you, but according to jiansonz's testings it's somewhat smaller than the distance from the stairs in Durance level 3 to Mephisto's spawning point (meaning that one could still tune down the player setting shortly after entering Durance 3 and thus have the Council spawn on a different player setting than Mephisto himself). To make sure every monster is affected, typing the command while still in town is recommended.&lt;br /&gt;
&lt;br /&gt;
Players X does however affect all clickable items (i.e. logs, chests, urns etc.) immediately. In theory one could clear the whole area on p1, then set the player settings to 8 for maximised drops (i.e. minimised NoDrop) and pop all chests, urns etc. only then. This is in no way illegal, but considered cheesy by most players in the SPF. Ususall this (ab)use of the Players X command is prohibited in SPF tournaments.&lt;br /&gt;
&lt;br /&gt;
In V1.09, when hit points of your summoned minions (e.g. Golems, Valkyrie) scaled with the player setting, it was useful to change the player setting to maximum before casting the minion and then immediately switch back to a lower player setting, which is also considered as cheesy.&amp;lt;br&amp;gt;In V1.10 minions' hit points no longer scale up with the player setting.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.00 to 1.08===&lt;br /&gt;
No players X command available.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09a/b===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 64. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09c/d===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 8. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.10 and 1.11===&lt;br /&gt;
The command is '''''/players X''''' or '''''/playersX''''', where X can be any number between 1 and 8. You will get the confirmation ''players set to X'' on your screen.&amp;lt;br&amp;gt;&lt;br /&gt;
This command is available in all versions of 1.10 and 1.11.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3419</id>
		<title>Player Settings</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3419"/>
				<updated>2008-02-06T15:15:24Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: /* Skills and Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The player setting gives account of how many players are present in one game. It has impact on monsters' hit points, experience gained and drops. The default player setting is 1. However, with every player joining a multiplayer game the player setting is increased by one up till a maximum of 8 (i.e. the maximum number of players in one game). In Single Player mode, open battle.net and non battle.net Multiplayer mode the player setting can be changed by the [[#PlayersX|Players X Command]].&lt;br /&gt;
&lt;br /&gt;
Common abbreveations are &amp;quot;pX&amp;quot; or &amp;quot;/pX&amp;quot;, e.g. &amp;quot;I cleared the whole Throne Room on p8&amp;quot;, meaning that all of Baal's minion waves were defeated on a player setting of 8 players.&lt;br /&gt;
&lt;br /&gt;
=Influence on game mechanics=&lt;br /&gt;
In general one could say: the higher the player setting, the higher the monsters' hit points, the amount of experience gained and the frequency/amount of drops. Basically that means:&lt;br /&gt;
*You'll level faster&lt;br /&gt;
*You'll need more time for killing monsters&lt;br /&gt;
*You'll find more items&lt;br /&gt;
'''Note:''' The player setting does &amp;lt;u&amp;gt;'''not'''&amp;lt;/u&amp;gt; influence the quality of the dropped items! There's an entirely different algorithm for that.&lt;br /&gt;
&lt;br /&gt;
To make things a bit more difficult: there is a distinction between near players in a party with you and unpartied players. That will be of importance for some game aspects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monsters' Hit Points===&lt;br /&gt;
Each monster's Hit Points are multiplied by the number of players in the game according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Hit Points = X * n'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09: '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Hit Points = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base Hit Points&lt;br /&gt;
n = # of players in game&lt;br /&gt;
&lt;br /&gt;
Assorted in a table it looks like this:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!HP 1.08&lt;br /&gt;
!HP 1.09&lt;br /&gt;
!HP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|200%&lt;br /&gt;
|200%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|300%&lt;br /&gt;
|300%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|400%&lt;br /&gt;
|400%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|500%&lt;br /&gt;
|450%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|600%&lt;br /&gt;
|520%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|700%&lt;br /&gt;
|570%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|800%&lt;br /&gt;
|620%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|700%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|1200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|2200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|3400%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(HPs increase by 50% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
With increasing player settings the amount of Experience gained also increases according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Experience = X * (2n + 1) / 3'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09 (any): '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Experience = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base experience&lt;br /&gt;
n = # of players in the game&lt;br /&gt;
&lt;br /&gt;
So it's basically the same numbers as for the Hit Points calculations.&lt;br /&gt;
&lt;br /&gt;
Here's the table:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!XP 1.08&lt;br /&gt;
!XP 1.09&lt;br /&gt;
!XP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|167%&lt;br /&gt;
|175%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|233%&lt;br /&gt;
|250%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|300%&lt;br /&gt;
|325%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|367%&lt;br /&gt;
|375%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|433%&lt;br /&gt;
|400%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|500%&lt;br /&gt;
|425%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|567%&lt;br /&gt;
|450%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|455%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|505%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|605%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|725%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(XP increases by 5% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
As already stated, the player setting will not affect the item quality, but will affect the amount of items dropped.&lt;br /&gt;
&lt;br /&gt;
So how does the player setting affect monster drops? First, we'll have to introduce a term called &amp;quot;nodrop&amp;quot;. Every monster has a certain chance for this &amp;quot;nodrop&amp;quot;, that is the chance to drop nothing at all. The greater this number, the greater the chance to drop nothing. This value is cut down with increasing player settings according to the following formula '''''in V1.11''''' (for basics on item generation, nodrop an so on see the [http://forums.diabloii.net/showthread.php?t=392254 Item Generation Tutorial for Patch 1.11] on the DII Strategy Forum from Warrior of Light):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NewNoDrop=int( ProbSum/(1/((NoDrop/(NoDrop+ProbSum))^N)-1) )''',&amp;lt;br&amp;gt;&lt;br /&gt;
where N=int(1+AdditionalPlayers/2+ClosePartiedPlayers/2),&amp;lt;br&amp;gt;&lt;br /&gt;
AdditionalPlayers — the number of all additional players in the game, where the monster is killed,&amp;lt;br&amp;gt;&lt;br /&gt;
ClosePartiedPlayers — the number of players in your party near you (not far than two screens away),&amp;lt;br&amp;gt;&lt;br /&gt;
ProbSum=Prob1+Prob2+Prob3+...+Prob10,&amp;lt;br&amp;gt;&lt;br /&gt;
int — operation of truncating fractional part of a number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This looks pretty complicated, so for the sake of comprehensibility let's just say:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''For normal monsters:''' The more players, the more drops.&lt;br /&gt;
*'''For Super Uniques''' (like Pindleskin), '''Uniques and Champions''': player setting is irrelevant.&lt;br /&gt;
**Super Uniques will always drop two items.&lt;br /&gt;
**Uniques will always drop one item.&lt;br /&gt;
**Champions will always drop one item.&lt;br /&gt;
*'''Bosses''': &amp;quot;nodrop&amp;quot; will be reduced to zero for 5 unpartied players or 3 near players in the same party. In Single Player the difference between the drops for 3 player setting and 5 player setting is only marginal though.&lt;br /&gt;
&lt;br /&gt;
Note: The formula implies, that for unpartied players (and simulated players via the Players X Command) only every second additional players has impact on drop rates. So the steps for more drops are '''players 3''', '''players 5''' and '''players 7'''.&amp;lt;br&amp;gt;&lt;br /&gt;
In other words: players 8 and players 7 have the same drop rates, players 6 and 5, players 4 and 3, and players 2 and 1.&lt;br /&gt;
Note that the amount of Experience gained and monsters' Hit Points are nonetheless different for each player setting (as stated above).&lt;br /&gt;
&lt;br /&gt;
===Skills and Abilities===&lt;br /&gt;
A frequent question when it comes to player setting is, which skills and weapon abilties that correlate with a target's Hit Points scale with the player setting. For example, the Necromancer's Corpse Explosion deals damage depending on the corpse's HPs (between 60% and 100%). Does the skill take the base HPs or the modified (higher) HPs on higher player settings? Unfortunately the answer is: Depends on what version you are using. Here's a list of skills and abilities, that correlate with a target's HPs.&lt;br /&gt;
&lt;br /&gt;
''The list is not complete yet. Feel free to add any information you have about scaling.''&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Skill/Ability&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot;|scales in&lt;br /&gt;
|-&lt;br /&gt;
!1.10s+&lt;br /&gt;
!1.10a&lt;br /&gt;
!1.09&lt;br /&gt;
!1.08&lt;br /&gt;
!1.07&lt;br /&gt;
!1.06&lt;br /&gt;
!1.05&lt;br /&gt;
!1.04&lt;br /&gt;
!1.03&lt;br /&gt;
!1.02&lt;br /&gt;
!1.01&lt;br /&gt;
!1.00&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Static Field&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Corpse Explosion&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Death Sentry&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Crushing Blow&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Summoned minions (HPs)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;PlayersX&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Players X Command=&lt;br /&gt;
From version 1.09 onward, the player setting can be changed arbitrarily in Single Player mode, open battle.net and non battle.net Mulitplayer mode. In order to do so, one has to enter a certain command while in game. This is done by hitting &amp;quot;Enter&amp;quot;, typing the players X command, and confirming by hitting &amp;quot;Enter&amp;quot; again (yes, it's the normal shoutbox usage). The command differs slightly for the different versions of Diablo II.&lt;br /&gt;
&lt;br /&gt;
In genereal the Players X command simulates an amout of players in the game equal X, although less players are actually in game. X cannot be lower than the actual number of players in game. For example, if you're playing with 2 friends a multiplayer game via TCP/IP, you can only choose a number equal or greater than 3. All other commands will be ignored.&lt;br /&gt;
&lt;br /&gt;
'''The Players X Command only simulates unpartied players.''' (Important for drop mechanics as explained above)&lt;br /&gt;
&lt;br /&gt;
Note that the Players X command doesn't affect monsters that have already spawned by the time you type the command. I'm not entirely sure about the radius in which monsters spawn around you, but according to jiansonz's testings it's somewhat smaller than the distance from the stairs in Durance level 3 to Mephisto's spawning point (meaning that one could still tune down the player setting shortly after entering Durance 3 and thus have the Council spawn on a different player setting than Mephisto himself). To make sure every monster is affected, typing the command while still in town is recommended.&lt;br /&gt;
&lt;br /&gt;
Players X does however affect all clickable items (i.e. logs, chests, urns etc.) immediately. In theory one could clear the whole area on p1, then set the player settings to 8 for maximised drops (i.e. minimised NoDrop) and pop all chests, urns etc. only then. This is in no way illegal, but considered cheesy by most players in the SPF. Ususall this (ab)use of the Players X command is prohibited in SPF tournaments.&lt;br /&gt;
&lt;br /&gt;
In V1.09, when hit points of your summoned minions (e.g. Golems, Valkyrie) scaled with the player setting, it was useful to change the player setting to maximum before casting the minion and then immediately switch back to a lower player setting, which is also considered as cheesy.&amp;lt;br&amp;gt;In V1.10 minions' hit points no longer scale up with the player setting.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.00 to 1.08===&lt;br /&gt;
No players X command available.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09a/b===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 64. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09c/d===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 8. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.10 and 1.11===&lt;br /&gt;
The command is '''''/players X''''' or '''''/playersX''''', where X can be any number between 1 and 8. You will get the confirmation ''players set to X'' on your screen.&amp;lt;br&amp;gt;&lt;br /&gt;
This command is available in all versions of 1.10 and 1.11.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3418</id>
		<title>Open Wounds</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3418"/>
				<updated>2008-02-06T15:10:04Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: added items with OW mod&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
Open Wounds is a weapon mod which leads to a constant loss of life on the target hit over 8 seconds (200 frames). It's not actual damage the target receives, but a negative life regeneration, which is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; set off against target's life regeneration (for monsters) or replenish life (for players). Instead, regeneration is immediately cut off once Open Wounds steps in (replenish life from items or skill, e.g. Prayer aura, still functions). Unlike Prevent Monster Heal the Open Wounds mod will also work on mercenaries.&lt;br /&gt;
&lt;br /&gt;
Common abbreviation for Open Wounds is &amp;quot;OW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Formula=&lt;br /&gt;
The formula is different for different versions of the game. The amount of life loss increased drastically from V1.09 to V1.10, and was again slightly increased in V1.11b (the actual version of the game).&lt;br /&gt;
&lt;br /&gt;
===V1.11b===&lt;br /&gt;
'''Total Life loss:'''&lt;br /&gt;
&lt;br /&gt;
uLvl=1-15: 40 + (lvl - 1) * 9 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=16-30: 40 + 126 + (lvl - 15) * 18 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=31-45: 40 + 396 + (lvl - 30) * 27 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=46-60: 40 + 801 + (lvl - 45) * 36 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=61-99: 40 + 1341 + (lvl - 60) * 45 * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
'''Life loss per second:'''&lt;br /&gt;
&lt;br /&gt;
life loss per second = Total Life loss / 8&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Life loss per frame = Life loss per second / 25&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
where uLvl = unit level, can be player or hireling.&lt;br /&gt;
&lt;br /&gt;
===V1.10 and V1.11a===&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Clvl=1-15: ((9 * Clvl+31) / 256)) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=16-30: ((18 * Clvl-104) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=31-45: ((27 * Clvl-374) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=46-60: ((36 * Clvl-779) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=61-99: ((45 * Clvl-1319) / 256) * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
===V1.09===&lt;br /&gt;
In V1.09 duration of OW was only 4 seconds and the same formula was used for all character levels. Also life loss wasn't influenced by a target modifier.&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
(cLvl * 9 + 40) / 256&lt;br /&gt;
&lt;br /&gt;
'''Life loss per second:'''&lt;br /&gt;
&lt;br /&gt;
Life loss per second = Life loss per frame * 25&lt;br /&gt;
&lt;br /&gt;
'''Total life loss:'''&lt;br /&gt;
&lt;br /&gt;
Total life loss = Life loss per second * 4 (the duration of OW in V1.09)&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
For each version I assume a character level of 85 and a normal monster as target.&lt;br /&gt;
&lt;br /&gt;
===V1.11b===&lt;br /&gt;
&lt;br /&gt;
'''Total Life loss'''&amp;lt;br&amp;gt;&lt;br /&gt;
= 40 + 1341 + (85-60) * 45 * 1&amp;lt;br&amp;gt;&lt;br /&gt;
= 40 + 1341 + 1125&amp;lt;br&amp;gt;&lt;br /&gt;
= 2506&lt;br /&gt;
&lt;br /&gt;
'''Life loss per second'''&amp;lt;br&amp;gt;&lt;br /&gt;
= 2506 / 8&amp;lt;br&amp;gt;&lt;br /&gt;
= 313.25&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame'''&amp;lt;br&amp;gt;&lt;br /&gt;
= 313.25 / 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 12.53&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===V1.10 and V1.11a===&lt;br /&gt;
&lt;br /&gt;
'''life loss per frame'''&amp;lt;br&amp;gt;&lt;br /&gt;
= ((45 * 85 - 1319) / 256) * 1&amp;lt;br&amp;gt;&lt;br /&gt;
= (3825 - 1319) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 9.7890625&lt;br /&gt;
&lt;br /&gt;
For '''life loss per second''', multiply life loss per frame by 25:&lt;br /&gt;
&lt;br /&gt;
9.7890625 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
=244.7265625&lt;br /&gt;
&lt;br /&gt;
For '''total life loss''', multiply life loss per second by 8 (the total duration of OW):&lt;br /&gt;
&lt;br /&gt;
244.7265625 * 8&amp;lt;br&amp;gt;&lt;br /&gt;
= 1957.8125&lt;br /&gt;
&lt;br /&gt;
===V1.09===&lt;br /&gt;
&lt;br /&gt;
'''life loss per frame''' = (85 * 9 + 40) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= (765 + 40) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 805 / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 3.14453125&lt;br /&gt;
&lt;br /&gt;
'''life loss per second''' = life loss per frame * 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 3.14453125 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 78.61328125&lt;br /&gt;
&lt;br /&gt;
'''total life loss''' = life loss per second * 4&amp;lt;br&amp;gt;&lt;br /&gt;
= 78.61328125 * 4&amp;lt;br&amp;gt;&lt;br /&gt;
= 314.453125&lt;br /&gt;
&lt;br /&gt;
=Items with Open Wounds mod=&lt;br /&gt;
{|&lt;br /&gt;
!Item&lt;br /&gt;
!OW%&lt;br /&gt;
|-&lt;br /&gt;
|'''Malice''' Melee Weapon&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|'''Ripsaw''' Flamberge&lt;br /&gt;
|80%&lt;br /&gt;
|-&lt;br /&gt;
|'''Fury''' Melee Weapon&lt;br /&gt;
|66%&lt;br /&gt;
|-&lt;br /&gt;
|'''Goreshovel''' Broad Axe&lt;br /&gt;
|60%&lt;br /&gt;
|-&lt;br /&gt;
|'''Kingslayer''' Sword/Axe&amp;lt;br&amp;gt;&lt;br /&gt;
'''Steel''' Sword/Axe/Mace&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bloodmoon''' Elegant Blade&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fleshripper''' Fanged Knife&amp;lt;br&amp;gt;&lt;br /&gt;
'''Razor's Edge''' Tomahawk&amp;lt;br&amp;gt;&lt;br /&gt;
'''Swordback Hold''' Spiked Shield&amp;lt;br&amp;gt;&lt;br /&gt;
'''The Gnasher''' Hand Axe&amp;lt;br&amp;gt;&lt;br /&gt;
'''The Meat Scraper''' Lochaber Axe&amp;lt;br&amp;gt;&lt;br /&gt;
'''Woestave''' Halberd&lt;br /&gt;
|50%&lt;br /&gt;
|-&lt;br /&gt;
|'''The Impaler''' War Spear&amp;lt;br&amp;gt;&lt;br /&gt;
'''Toothrow''' Sharktooth Armor&lt;br /&gt;
|40%&lt;br /&gt;
|-&lt;br /&gt;
|'''Bloodthief''' Brandistock&amp;lt;br&amp;gt;&lt;br /&gt;
'''Crow Caw''' Tigulated Mail&lt;br /&gt;
|35%&lt;br /&gt;
|-&lt;br /&gt;
|'''Blood Crescent''' Scimitar&amp;lt;br&amp;gt;&lt;br /&gt;
'''Cerebus' Bite''' Blood Spirit (Ladder Only)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Gut Siphon''' Demon Crossbow&amp;lt;br&amp;gt;&lt;br /&gt;
'''Lacerator''' Winged Axe&amp;lt;br&amp;gt;&lt;br /&gt;
'''Langer Briser''' Arbalest&amp;lt;br&amp;gt;&lt;br /&gt;
'''The Scalper''' Francisca&lt;br /&gt;
|33%&lt;br /&gt;
|-&lt;br /&gt;
|'''Riphook''' Razor Bow&amp;lt;br&amp;gt;&lt;br /&gt;
'''Soul Harvest''' Scythe&lt;br /&gt;
|30%&lt;br /&gt;
|-&lt;br /&gt;
|'''Um''' Rune (in weapon)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Beast''' Axe/Scepter/Hammer&amp;lt;br&amp;gt;&lt;br /&gt;
'''Chaos''' Hand to Hand&amp;lt;br&amp;gt;&lt;br /&gt;
'''Crescent Moon''' Axe/Sword/Polearm&amp;lt;br&amp;gt;&lt;br /&gt;
'''Doom''' Axe/Polearm/Hammer&amp;lt;br&amp;gt;&lt;br /&gt;
'''Bloodrise''' Morning Star&amp;lt;br&amp;gt;&lt;br /&gt;
'''Boneflesh''' Plate Mail&amp;lt;br&amp;gt;&lt;br /&gt;
'''Butcher's Pupil''' Cleaver&amp;lt;br&amp;gt;&lt;br /&gt;
'''Dracul's Grasp''' Vampirebone Gloves&amp;lt;br&amp;gt;&lt;br /&gt;
'''Fleshrender''' Barbed Club&lt;br /&gt;
|25%&lt;br /&gt;
|-&lt;br /&gt;
|'''Infernal Tools''' (Complete)&lt;br /&gt;
|20%&lt;br /&gt;
|-&lt;br /&gt;
|'''Skull Splitter''' Military Pick&lt;br /&gt;
|15%&lt;br /&gt;
|-&lt;br /&gt;
|'''Gore Rider''' War Boots&lt;br /&gt;
|10%&lt;br /&gt;
|-&lt;br /&gt;
|'''Crafted Blood Belt'''&lt;br /&gt;
|5-10%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=FAQ=&lt;br /&gt;
===Which skills/attacks carry OW and which don't?===&lt;br /&gt;
In General, every ''''attack'''' carries OW - i.e. bare fists attack, normal weapon attack and skills like Whirlwind, Zeal, Assassin's charge-up attacks and so on will deliver OW.&lt;br /&gt;
&lt;br /&gt;
'''Skills, that carry OW:'''&lt;br /&gt;
*Blade Fury&lt;br /&gt;
*Kicks in general&lt;br /&gt;
*Multishot (only the two middle arrows)&lt;br /&gt;
*Smite&lt;br /&gt;
&lt;br /&gt;
'''Skills, that &amp;lt;u&amp;gt;don't&amp;lt;/u&amp;gt; carry OW:'''&lt;br /&gt;
*Blade Sentinel&lt;br /&gt;
*Blade Shield&lt;br /&gt;
*Multishot (all arrows except for the two middle ones)&lt;br /&gt;
&lt;br /&gt;
===Is there a cap on OW?===&lt;br /&gt;
No, there is no cap for OW. Thus the maximum is 100%. Rumours about OW (and other mods like Crushing Blow and Deadly Strike) being capped at 95% derive from the fact that the highest achievable Chance to Hit is 95%, meaning that you only can deliver OW on 95% of your strikes. Every time you hit though OW will trigger.&lt;br /&gt;
&lt;br /&gt;
===Does OW work on my mercenary?===&lt;br /&gt;
Yes. Unlike Prevent Monster Heal, your mercenary can trigger OW on a target.&lt;br /&gt;
&lt;br /&gt;
===Can a target be subject to different OW causes at once?===&lt;br /&gt;
No, it can't. If OW is triggered on a target already under the influence of OW, the timer will simply be reset to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
===How does OW from different item types stack?===&lt;br /&gt;
The chance to trigger OW is the sum of all items you carry. Only exception are dual-wielding barbarians and assassins: In this case, only the OW from the striking weapon plus OW from non-weapon items counts.&lt;br /&gt;
&lt;br /&gt;
===Does OW from another player/hireling override the 1st OW?===&lt;br /&gt;
No. If another player or hireling hits a target that is under the influence of OW, the timer is reset to 8 seconds, but the life loss will still be that one calculated for the first player/hireling that hit it. That means, when your mercenary triggers OW on a monster which you already hit and triggered OW before, the timer will be reset to 8 seconds, but the monster will still receive the same damage it received from you triggering OW.&lt;br /&gt;
&lt;br /&gt;
===Is there a penalty for ranged attacks?===&lt;br /&gt;
Yes, but only versus players. It's already mentioned in the formula above. The modifier is 1/2.&lt;br /&gt;
&lt;br /&gt;
===Can OW be countered by replenish life, physical resistance or absorb?===&lt;br /&gt;
OW ignores any resistances and absorb and cuts off regeneration on the target if triggered. Replenish Life (e.g. from Prayer aura or Snakecord) still works though.&lt;br /&gt;
&lt;br /&gt;
===Is there a PvP penalty for OW?===&lt;br /&gt;
As noted in the above formula, life loss in PvP is 1/4.&lt;br /&gt;
&lt;br /&gt;
===So what can I do against OW in PvP?===&lt;br /&gt;
The duration of the state &amp;quot;openwounded&amp;quot; is subject to curse length reduction. So an Assassin's Fade can reduce the duration of OW, but only if cast before OW triggers. Note that Cleansing uses a different approach and won't reduce OW duration.&lt;br /&gt;
&lt;br /&gt;
===Will every target suffer from OW?===&lt;br /&gt;
Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. So if you only deal physical damage on a monster that is Physical Immune, you won't trigger OW. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[http://diablo2.ingame.de/tips/calcs/open_wounds.php|Open Wounds calculator for V1.10+ (German)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://diablo2.ingame.de/tips/calcs/open_wounds109.php|Open Wounds calculator for V1.09 (German)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.lurkerlounge.com/spirea/Damage/Open_Wounds.shtml|Open Wounds calculator for V1.09 (English)]&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3416</id>
		<title>Open Wounds</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3416"/>
				<updated>2008-02-06T14:50:16Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: /* Which skills carry OW and which don't? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
Open Wounds is a weapon mod which leads to a constant loss of life on the target hit over 8 seconds (200 frames). It's not actual damage the target receives, but a negative life regeneration, which is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; set off against target's life regeneration (for monsters) or replenish life (for players). Instead, regeneration is immediately cut off once Open Wounds steps in (replenish life from items or skill, e.g. Prayer aura, still functions). Unlike Prevent Monster Heal the Open Wounds mod will also work on mercenaries.&lt;br /&gt;
&lt;br /&gt;
Common abbreviation for Open Wounds is &amp;quot;OW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Formula=&lt;br /&gt;
The formula is different for different versions of the game. The amount of life loss increased drastically from V1.09 to V1.10, and was again slightly increased in V1.11b (the actual version of the game).&lt;br /&gt;
&lt;br /&gt;
===V1.11b===&lt;br /&gt;
'''Total Life loss:'''&lt;br /&gt;
&lt;br /&gt;
uLvl=1-15: 40 + (lvl - 1) * 9 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=16-30: 40 + 126 + (lvl - 15) * 18 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=31-45: 40 + 396 + (lvl - 30) * 27 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=46-60: 40 + 801 + (lvl - 45) * 36 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=61-99: 40 + 1341 + (lvl - 60) * 45 * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
'''Life loss per second:'''&lt;br /&gt;
&lt;br /&gt;
life loss per second = Total Life loss / 8&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Life loss per frame = Life loss per second / 25&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
where uLvl = unit level, can be player or hireling.&lt;br /&gt;
&lt;br /&gt;
===V1.10 and V1.11a===&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Clvl=1-15: ((9 * Clvl+31) / 256)) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=16-30: ((18 * Clvl-104) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=31-45: ((27 * Clvl-374) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=46-60: ((36 * Clvl-779) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=61-99: ((45 * Clvl-1319) / 256) * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
===V1.09===&lt;br /&gt;
In V1.09 duration of OW was only 4 seconds and the same formula was used for all character levels. Also life loss wasn't influenced by a target modifier.&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
(cLvl * 9 + 40) / 256&lt;br /&gt;
&lt;br /&gt;
'''Life loss per second:'''&lt;br /&gt;
&lt;br /&gt;
Life loss per second = Life loss per frame * 25&lt;br /&gt;
&lt;br /&gt;
'''Total life loss:'''&lt;br /&gt;
&lt;br /&gt;
Total life loss = Life loss per second * 4 (the duration of OW in V1.09)&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
For each version I assume a character level of 85 and a normal monster as target.&lt;br /&gt;
&lt;br /&gt;
===V1.11b===&lt;br /&gt;
&lt;br /&gt;
'''Total Life loss'''&amp;lt;br&amp;gt;&lt;br /&gt;
= 40 + 1341 + (85-60) * 45 * 1&amp;lt;br&amp;gt;&lt;br /&gt;
= 40 + 1341 + 1125&amp;lt;br&amp;gt;&lt;br /&gt;
= 2506&lt;br /&gt;
&lt;br /&gt;
'''Life loss per second'''&amp;lt;br&amp;gt;&lt;br /&gt;
= 2506 / 8&amp;lt;br&amp;gt;&lt;br /&gt;
= 313.25&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame'''&amp;lt;br&amp;gt;&lt;br /&gt;
= 313.25 / 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 12.53&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===V1.10 and V1.11a===&lt;br /&gt;
&lt;br /&gt;
'''life loss per frame'''&amp;lt;br&amp;gt;&lt;br /&gt;
= ((45 * 85 - 1319) / 256) * 1&amp;lt;br&amp;gt;&lt;br /&gt;
= (3825 - 1319) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 9.7890625&lt;br /&gt;
&lt;br /&gt;
For '''life loss per second''', multiply life loss per frame by 25:&lt;br /&gt;
&lt;br /&gt;
9.7890625 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
=244.7265625&lt;br /&gt;
&lt;br /&gt;
For '''total life loss''', multiply life loss per second by 8 (the total duration of OW):&lt;br /&gt;
&lt;br /&gt;
244.7265625 * 8&amp;lt;br&amp;gt;&lt;br /&gt;
= 1957.8125&lt;br /&gt;
&lt;br /&gt;
===V1.09===&lt;br /&gt;
&lt;br /&gt;
'''life loss per frame''' = (85 * 9 + 40) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= (765 + 40) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 805 / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 3.14453125&lt;br /&gt;
&lt;br /&gt;
'''life loss per second''' = life loss per frame * 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 3.14453125 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 78.61328125&lt;br /&gt;
&lt;br /&gt;
'''total life loss''' = life loss per second * 4&amp;lt;br&amp;gt;&lt;br /&gt;
= 78.61328125 * 4&amp;lt;br&amp;gt;&lt;br /&gt;
= 314.453125&lt;br /&gt;
&lt;br /&gt;
=FAQ=&lt;br /&gt;
===Which skills/attacks carry OW and which don't?===&lt;br /&gt;
In General, every ''''attack'''' carries OW - i.e. bare fists attack, normal weapon attack and skills like Whirlwind, Zeal, Assassin's charge-up attacks and so on will deliver OW.&lt;br /&gt;
&lt;br /&gt;
'''Skills, that carry OW:'''&lt;br /&gt;
*Blade Fury&lt;br /&gt;
*Kicks in general&lt;br /&gt;
*Multishot (only the two middle arrows)&lt;br /&gt;
*Smite&lt;br /&gt;
&lt;br /&gt;
'''Skills, that &amp;lt;u&amp;gt;don't&amp;lt;/u&amp;gt; carry OW:'''&lt;br /&gt;
*Blade Sentinel&lt;br /&gt;
*Blade Shield&lt;br /&gt;
*Multishot (all arrows except for the two middle ones)&lt;br /&gt;
&lt;br /&gt;
===Is there a cap on OW?===&lt;br /&gt;
No, there is no cap for OW. Thus the maximum is 100%. Rumours about OW (and other mods like Crushing Blow and Deadly Strike) being capped at 95% derive from the fact that the highest achievable Chance to Hit is 95%, meaning that you only can deliver OW on 95% of your strikes. Every time you hit though OW will trigger.&lt;br /&gt;
&lt;br /&gt;
===Does OW work on my mercenary?===&lt;br /&gt;
Yes. Unlike Prevent Monster Heal, your mercenary can trigger OW on a target.&lt;br /&gt;
&lt;br /&gt;
===Can a target be subject to different OW causes at once?===&lt;br /&gt;
No, it can't. If OW is triggered on a target already under the influence of OW, the timer will simply be reset to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
===Does OW from another player/hireling override the 1st OW?===&lt;br /&gt;
No. If another player or hireling hits a target that is under the influence of OW, the timer is reset to 8 seconds, but the life loss will still be that one calculated for the first player/hireling that hit it. That means, when your mercenary triggers OW on a monster which you already hit and triggered OW before, the timer will be reset to 8 seconds, but the monster will still receive the same damage it received from you triggering OW.&lt;br /&gt;
&lt;br /&gt;
===Is there a penalty for ranged attacks?===&lt;br /&gt;
Yes, but only versus players. It's already mentioned in the formula above. The modifier is 1/2.&lt;br /&gt;
&lt;br /&gt;
===Can OW be countered by replenish life, physical resistance or absorb?===&lt;br /&gt;
OW ignores any resistances and absorb and cuts off regeneration on the target if triggered. Replenish Life (e.g. from Prayer aura or Snakecord) still works though.&lt;br /&gt;
&lt;br /&gt;
===Is there a PvP penalty for OW?===&lt;br /&gt;
As noted in the above formula, life loss in PvP is 1/4.&lt;br /&gt;
&lt;br /&gt;
===So what can I do against OW in PvP?===&lt;br /&gt;
The duration of the state &amp;quot;openwounded&amp;quot; is subject to curse length reduction. So an Assassin's Fade can reduce the duration of OW, but only if cast before OW triggers. Note that Cleansing uses a different approach and won't reduce OW duration.&lt;br /&gt;
&lt;br /&gt;
===Will every target suffer from OW?===&lt;br /&gt;
Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. So if you only deal physical damage on a monster that is Physical Immune, you won't trigger OW. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[http://diablo2.ingame.de/tips/calcs/open_wounds.php|Open Wounds calculator for V1.10+ (German)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://diablo2.ingame.de/tips/calcs/open_wounds109.php|Open Wounds calculator for V1.09 (German)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.lurkerlounge.com/spirea/Damage/Open_Wounds.shtml|Open Wounds calculator for V1.09 (English)]&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3412</id>
		<title>Open Wounds</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3412"/>
				<updated>2008-02-06T14:46:53Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: /* Can OW be countered by replenish life or absorb? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
Open Wounds is a weapon mod which leads to a constant loss of life on the target hit over 8 seconds (200 frames). It's not actual damage the target receives, but a negative life regeneration, which is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; set off against target's life regeneration (for monsters) or replenish life (for players). Instead, regeneration is immediately cut off once Open Wounds steps in (replenish life from items or skill, e.g. Prayer aura, still functions). Unlike Prevent Monster Heal the Open Wounds mod will also work on mercenaries.&lt;br /&gt;
&lt;br /&gt;
Common abbreviation for Open Wounds is &amp;quot;OW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Formula=&lt;br /&gt;
The formula is different for different versions of the game. The amount of life loss increased drastically from V1.09 to V1.10, and was again slightly increased in V1.11b (the actual version of the game).&lt;br /&gt;
&lt;br /&gt;
===V1.11b===&lt;br /&gt;
'''Total Life loss:'''&lt;br /&gt;
&lt;br /&gt;
uLvl=1-15: 40 + (lvl - 1) * 9 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=16-30: 40 + 126 + (lvl - 15) * 18 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=31-45: 40 + 396 + (lvl - 30) * 27 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=46-60: 40 + 801 + (lvl - 45) * 36 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=61-99: 40 + 1341 + (lvl - 60) * 45 * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
'''Life loss per second:'''&lt;br /&gt;
&lt;br /&gt;
life loss per second = Total Life loss / 8&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Life loss per frame = Life loss per second / 25&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
where uLvl = unit level, can be player or hireling.&lt;br /&gt;
&lt;br /&gt;
===V1.10 and V1.11a===&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Clvl=1-15: ((9 * Clvl+31) / 256)) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=16-30: ((18 * Clvl-104) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=31-45: ((27 * Clvl-374) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=46-60: ((36 * Clvl-779) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=61-99: ((45 * Clvl-1319) / 256) * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
===V1.09===&lt;br /&gt;
In V1.09 duration of OW was only 4 seconds and the same formula was used for all character levels. Also life loss wasn't influenced by a target modifier.&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
(cLvl * 9 + 40) / 256&lt;br /&gt;
&lt;br /&gt;
'''Life loss per second:'''&lt;br /&gt;
&lt;br /&gt;
Life loss per second = Life loss per frame * 25&lt;br /&gt;
&lt;br /&gt;
'''Total life loss:'''&lt;br /&gt;
&lt;br /&gt;
Total life loss = Life loss per second * 4 (the duration of OW in V1.09)&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
For each version I assume a character level of 85 and a normal monster as target.&lt;br /&gt;
&lt;br /&gt;
===V1.11b===&lt;br /&gt;
&lt;br /&gt;
'''Total Life loss'''&amp;lt;br&amp;gt;&lt;br /&gt;
= 40 + 1341 + (85-60) * 45 * 1&amp;lt;br&amp;gt;&lt;br /&gt;
= 40 + 1341 + 1125&amp;lt;br&amp;gt;&lt;br /&gt;
= 2506&lt;br /&gt;
&lt;br /&gt;
'''Life loss per second'''&amp;lt;br&amp;gt;&lt;br /&gt;
= 2506 / 8&amp;lt;br&amp;gt;&lt;br /&gt;
= 313.25&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame'''&amp;lt;br&amp;gt;&lt;br /&gt;
= 313.25 / 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 12.53&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===V1.10 and V1.11a===&lt;br /&gt;
&lt;br /&gt;
'''life loss per frame'''&amp;lt;br&amp;gt;&lt;br /&gt;
= ((45 * 85 - 1319) / 256) * 1&amp;lt;br&amp;gt;&lt;br /&gt;
= (3825 - 1319) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 9.7890625&lt;br /&gt;
&lt;br /&gt;
For '''life loss per second''', multiply life loss per frame by 25:&lt;br /&gt;
&lt;br /&gt;
9.7890625 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
=244.7265625&lt;br /&gt;
&lt;br /&gt;
For '''total life loss''', multiply life loss per second by 8 (the total duration of OW):&lt;br /&gt;
&lt;br /&gt;
244.7265625 * 8&amp;lt;br&amp;gt;&lt;br /&gt;
= 1957.8125&lt;br /&gt;
&lt;br /&gt;
===V1.09===&lt;br /&gt;
&lt;br /&gt;
'''life loss per frame''' = (85 * 9 + 40) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= (765 + 40) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 805 / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 3.14453125&lt;br /&gt;
&lt;br /&gt;
'''life loss per second''' = life loss per frame * 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 3.14453125 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 78.61328125&lt;br /&gt;
&lt;br /&gt;
'''total life loss''' = life loss per second * 4&amp;lt;br&amp;gt;&lt;br /&gt;
= 78.61328125 * 4&amp;lt;br&amp;gt;&lt;br /&gt;
= 314.453125&lt;br /&gt;
&lt;br /&gt;
=FAQ=&lt;br /&gt;
===Which skills carry OW and which don't?===&lt;br /&gt;
In General, every weapon attack carries OW - i.e. skills like Whirlwind, Zeal, Assassin's charge-up attacks and so on will deliver OW.&lt;br /&gt;
&lt;br /&gt;
'''Skills, that carry OW:'''&lt;br /&gt;
*Blade Fury&lt;br /&gt;
*Kicks in general&lt;br /&gt;
*Multishot (only the two middle arrows)&lt;br /&gt;
*Smite&lt;br /&gt;
&lt;br /&gt;
'''Skills, that &amp;lt;u&amp;gt;don't&amp;lt;/u&amp;gt; carry OW:'''&lt;br /&gt;
*Blade Sentinel&lt;br /&gt;
*Blade Shield&lt;br /&gt;
*Multishot (all arrows except for the two middle ones)&lt;br /&gt;
&lt;br /&gt;
===Is there a cap on OW?===&lt;br /&gt;
No, there is no cap for OW. Thus the maximum is 100%. Rumours about OW (and other mods like Crushing Blow and Deadly Strike) being capped at 95% derive from the fact that the highest achievable Chance to Hit is 95%, meaning that you only can deliver OW on 95% of your strikes. Every time you hit though OW will trigger.&lt;br /&gt;
&lt;br /&gt;
===Does OW work on my mercenary?===&lt;br /&gt;
Yes. Unlike Prevent Monster Heal, your mercenary can trigger OW on a target.&lt;br /&gt;
&lt;br /&gt;
===Can a target be subject to different OW causes at once?===&lt;br /&gt;
No, it can't. If OW is triggered on a target already under the influence of OW, the timer will simply be reset to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
===Does OW from another player/hireling override the 1st OW?===&lt;br /&gt;
No. If another player or hireling hits a target that is under the influence of OW, the timer is reset to 8 seconds, but the life loss will still be that one calculated for the first player/hireling that hit it. That means, when your mercenary triggers OW on a monster which you already hit and triggered OW before, the timer will be reset to 8 seconds, but the monster will still receive the same damage it received from you triggering OW.&lt;br /&gt;
&lt;br /&gt;
===Is there a penalty for ranged attacks?===&lt;br /&gt;
Yes, but only versus players. It's already mentioned in the formula above. The modifier is 1/2.&lt;br /&gt;
&lt;br /&gt;
===Can OW be countered by replenish life, physical resistance or absorb?===&lt;br /&gt;
OW ignores any resistances and absorb and cuts off regeneration on the target if triggered. Replenish Life (e.g. from Prayer aura or Snakecord) still works though.&lt;br /&gt;
&lt;br /&gt;
===Is there a PvP penalty for OW?===&lt;br /&gt;
As noted in the above formula, life loss in PvP is 1/4.&lt;br /&gt;
&lt;br /&gt;
===So what can I do against OW in PvP?===&lt;br /&gt;
The duration of the state &amp;quot;openwounded&amp;quot; is subject to curse length reduction. So an Assassin's Fade can reduce the duration of OW, but only if cast before OW triggers. Note that Cleansing uses a different approach and won't reduce OW duration.&lt;br /&gt;
&lt;br /&gt;
===Will every target suffer from OW?===&lt;br /&gt;
Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. So if you only deal physical damage on a monster that is Physical Immune, you won't trigger OW. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[http://diablo2.ingame.de/tips/calcs/open_wounds.php|Open Wounds calculator for V1.10+ (German)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://diablo2.ingame.de/tips/calcs/open_wounds109.php|Open Wounds calculator for V1.09 (German)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.lurkerlounge.com/spirea/Damage/Open_Wounds.shtml|Open Wounds calculator for V1.09 (English)]&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3411</id>
		<title>Open Wounds</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3411"/>
				<updated>2008-02-06T14:45:23Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
Open Wounds is a weapon mod which leads to a constant loss of life on the target hit over 8 seconds (200 frames). It's not actual damage the target receives, but a negative life regeneration, which is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; set off against target's life regeneration (for monsters) or replenish life (for players). Instead, regeneration is immediately cut off once Open Wounds steps in (replenish life from items or skill, e.g. Prayer aura, still functions). Unlike Prevent Monster Heal the Open Wounds mod will also work on mercenaries.&lt;br /&gt;
&lt;br /&gt;
Common abbreviation for Open Wounds is &amp;quot;OW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Formula=&lt;br /&gt;
The formula is different for different versions of the game. The amount of life loss increased drastically from V1.09 to V1.10, and was again slightly increased in V1.11b (the actual version of the game).&lt;br /&gt;
&lt;br /&gt;
===V1.11b===&lt;br /&gt;
'''Total Life loss:'''&lt;br /&gt;
&lt;br /&gt;
uLvl=1-15: 40 + (lvl - 1) * 9 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=16-30: 40 + 126 + (lvl - 15) * 18 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=31-45: 40 + 396 + (lvl - 30) * 27 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=46-60: 40 + 801 + (lvl - 45) * 36 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=61-99: 40 + 1341 + (lvl - 60) * 45 * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
'''Life loss per second:'''&lt;br /&gt;
&lt;br /&gt;
life loss per second = Total Life loss / 8&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Life loss per frame = Life loss per second / 25&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
where uLvl = unit level, can be player or hireling.&lt;br /&gt;
&lt;br /&gt;
===V1.10 and V1.11a===&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Clvl=1-15: ((9 * Clvl+31) / 256)) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=16-30: ((18 * Clvl-104) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=31-45: ((27 * Clvl-374) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=46-60: ((36 * Clvl-779) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=61-99: ((45 * Clvl-1319) / 256) * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
===V1.09===&lt;br /&gt;
In V1.09 duration of OW was only 4 seconds and the same formula was used for all character levels. Also life loss wasn't influenced by a target modifier.&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
(cLvl * 9 + 40) / 256&lt;br /&gt;
&lt;br /&gt;
'''Life loss per second:'''&lt;br /&gt;
&lt;br /&gt;
Life loss per second = Life loss per frame * 25&lt;br /&gt;
&lt;br /&gt;
'''Total life loss:'''&lt;br /&gt;
&lt;br /&gt;
Total life loss = Life loss per second * 4 (the duration of OW in V1.09)&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
For each version I assume a character level of 85 and a normal monster as target.&lt;br /&gt;
&lt;br /&gt;
===V1.11b===&lt;br /&gt;
&lt;br /&gt;
'''Total Life loss'''&amp;lt;br&amp;gt;&lt;br /&gt;
= 40 + 1341 + (85-60) * 45 * 1&amp;lt;br&amp;gt;&lt;br /&gt;
= 40 + 1341 + 1125&amp;lt;br&amp;gt;&lt;br /&gt;
= 2506&lt;br /&gt;
&lt;br /&gt;
'''Life loss per second'''&amp;lt;br&amp;gt;&lt;br /&gt;
= 2506 / 8&amp;lt;br&amp;gt;&lt;br /&gt;
= 313.25&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame'''&amp;lt;br&amp;gt;&lt;br /&gt;
= 313.25 / 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 12.53&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===V1.10 and V1.11a===&lt;br /&gt;
&lt;br /&gt;
'''life loss per frame'''&amp;lt;br&amp;gt;&lt;br /&gt;
= ((45 * 85 - 1319) / 256) * 1&amp;lt;br&amp;gt;&lt;br /&gt;
= (3825 - 1319) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 9.7890625&lt;br /&gt;
&lt;br /&gt;
For '''life loss per second''', multiply life loss per frame by 25:&lt;br /&gt;
&lt;br /&gt;
9.7890625 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
=244.7265625&lt;br /&gt;
&lt;br /&gt;
For '''total life loss''', multiply life loss per second by 8 (the total duration of OW):&lt;br /&gt;
&lt;br /&gt;
244.7265625 * 8&amp;lt;br&amp;gt;&lt;br /&gt;
= 1957.8125&lt;br /&gt;
&lt;br /&gt;
===V1.09===&lt;br /&gt;
&lt;br /&gt;
'''life loss per frame''' = (85 * 9 + 40) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= (765 + 40) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 805 / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 3.14453125&lt;br /&gt;
&lt;br /&gt;
'''life loss per second''' = life loss per frame * 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 3.14453125 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 78.61328125&lt;br /&gt;
&lt;br /&gt;
'''total life loss''' = life loss per second * 4&amp;lt;br&amp;gt;&lt;br /&gt;
= 78.61328125 * 4&amp;lt;br&amp;gt;&lt;br /&gt;
= 314.453125&lt;br /&gt;
&lt;br /&gt;
=FAQ=&lt;br /&gt;
===Which skills carry OW and which don't?===&lt;br /&gt;
In General, every weapon attack carries OW - i.e. skills like Whirlwind, Zeal, Assassin's charge-up attacks and so on will deliver OW.&lt;br /&gt;
&lt;br /&gt;
'''Skills, that carry OW:'''&lt;br /&gt;
*Blade Fury&lt;br /&gt;
*Kicks in general&lt;br /&gt;
*Multishot (only the two middle arrows)&lt;br /&gt;
*Smite&lt;br /&gt;
&lt;br /&gt;
'''Skills, that &amp;lt;u&amp;gt;don't&amp;lt;/u&amp;gt; carry OW:'''&lt;br /&gt;
*Blade Sentinel&lt;br /&gt;
*Blade Shield&lt;br /&gt;
*Multishot (all arrows except for the two middle ones)&lt;br /&gt;
&lt;br /&gt;
===Is there a cap on OW?===&lt;br /&gt;
No, there is no cap for OW. Thus the maximum is 100%. Rumours about OW (and other mods like Crushing Blow and Deadly Strike) being capped at 95% derive from the fact that the highest achievable Chance to Hit is 95%, meaning that you only can deliver OW on 95% of your strikes. Every time you hit though OW will trigger.&lt;br /&gt;
&lt;br /&gt;
===Does OW work on my mercenary?===&lt;br /&gt;
Yes. Unlike Prevent Monster Heal, your mercenary can trigger OW on a target.&lt;br /&gt;
&lt;br /&gt;
===Can a target be subject to different OW causes at once?===&lt;br /&gt;
No, it can't. If OW is triggered on a target already under the influence of OW, the timer will simply be reset to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
===Does OW from another player/hireling override the 1st OW?===&lt;br /&gt;
No. If another player or hireling hits a target that is under the influence of OW, the timer is reset to 8 seconds, but the life loss will still be that one calculated for the first player/hireling that hit it. That means, when your mercenary triggers OW on a monster which you already hit and triggered OW before, the timer will be reset to 8 seconds, but the monster will still receive the same damage it received from you triggering OW.&lt;br /&gt;
&lt;br /&gt;
===Is there a penalty for ranged attacks?===&lt;br /&gt;
Yes, but only versus players. It's already mentioned in the formula above. The modifier is 1/2.&lt;br /&gt;
&lt;br /&gt;
===Can OW be countered by replenish life or absorb?===&lt;br /&gt;
No, it can't. Actually, OW cuts off regeneration and replenish life on the target if triggered.&lt;br /&gt;
&lt;br /&gt;
===Is there a PvP penalty for OW?===&lt;br /&gt;
As noted in the above formula, life loss in PvP is 1/4.&lt;br /&gt;
&lt;br /&gt;
===So what can I do against OW in PvP?===&lt;br /&gt;
The duration of the state &amp;quot;openwounded&amp;quot; is subject to curse length reduction. So an Assassin's Fade can reduce the duration of OW, but only if cast before OW triggers. Note that Cleansing uses a different approach and won't reduce OW duration.&lt;br /&gt;
&lt;br /&gt;
===Will every target suffer from OW?===&lt;br /&gt;
Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. So if you only deal physical damage on a monster that is Physical Immune, you won't trigger OW. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[http://diablo2.ingame.de/tips/calcs/open_wounds.php|Open Wounds calculator for V1.10+ (German)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://diablo2.ingame.de/tips/calcs/open_wounds109.php|Open Wounds calculator for V1.09 (German)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.lurkerlounge.com/spirea/Damage/Open_Wounds.shtml|Open Wounds calculator for V1.09 (English)]&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3410</id>
		<title>Open Wounds</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3410"/>
				<updated>2008-02-06T14:43:22Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
Open Wounds is a weapon mod which leads to a constant loss of life on the target hit over 8 seconds (200 frames). It's not actual damage the target receives, but a negative life regeneration, which is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; set off against target's life regeneration (for monsters) or replenish life (for players). Instead, these boni are immediately cut off once Open Wounds steps in. Unlike Prevent Monster Heal the Open Wounds mod will also work on mercenaries.&lt;br /&gt;
&lt;br /&gt;
Common abbreviation for Open Wounds is &amp;quot;OW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Formula=&lt;br /&gt;
The formula is different for different versions of the game. The amount of life loss increased drastically from V1.09 to V1.10, and was again slightly increased in V1.11b (the actual version of the game).&lt;br /&gt;
&lt;br /&gt;
===V1.11b===&lt;br /&gt;
'''Total Life loss:'''&lt;br /&gt;
&lt;br /&gt;
uLvl=1-15: 40 + (lvl - 1) * 9 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=16-30: 40 + 126 + (lvl - 15) * 18 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=31-45: 40 + 396 + (lvl - 30) * 27 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=46-60: 40 + 801 + (lvl - 45) * 36 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=61-99: 40 + 1341 + (lvl - 60) * 45 * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
'''Life loss per second:'''&lt;br /&gt;
&lt;br /&gt;
life loss per second = Total Life loss / 8&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Life loss per frame = Life loss per second / 25&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
where uLvl = unit level, can be player or hireling.&lt;br /&gt;
&lt;br /&gt;
===V1.10 and V1.11a===&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Clvl=1-15: ((9 * Clvl+31) / 256)) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=16-30: ((18 * Clvl-104) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=31-45: ((27 * Clvl-374) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=46-60: ((36 * Clvl-779) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=61-99: ((45 * Clvl-1319) / 256) * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
===V1.09===&lt;br /&gt;
In V1.09 duration of OW was only 4 seconds and the same formula was used for all character levels. Also life loss wasn't influenced by a target modifier.&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
(cLvl * 9 + 40) / 256&lt;br /&gt;
&lt;br /&gt;
'''Life loss per second:'''&lt;br /&gt;
&lt;br /&gt;
Life loss per second = Life loss per frame * 25&lt;br /&gt;
&lt;br /&gt;
'''Total life loss:'''&lt;br /&gt;
&lt;br /&gt;
Total life loss = Life loss per second * 4 (the duration of OW in V1.09)&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
For each version I assume a character level of 85 and a normal monster as target.&lt;br /&gt;
&lt;br /&gt;
===V1.11b===&lt;br /&gt;
&lt;br /&gt;
'''Total Life loss'''&amp;lt;br&amp;gt;&lt;br /&gt;
= 40 + 1341 + (85-60) * 45 * 1&amp;lt;br&amp;gt;&lt;br /&gt;
= 40 + 1341 + 1125&amp;lt;br&amp;gt;&lt;br /&gt;
= 2506&lt;br /&gt;
&lt;br /&gt;
'''Life loss per second'''&amp;lt;br&amp;gt;&lt;br /&gt;
= 2506 / 8&amp;lt;br&amp;gt;&lt;br /&gt;
= 313.25&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame'''&amp;lt;br&amp;gt;&lt;br /&gt;
= 313.25 / 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 12.53&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===V1.10 and V1.11a===&lt;br /&gt;
&lt;br /&gt;
'''life loss per frame'''&amp;lt;br&amp;gt;&lt;br /&gt;
= ((45 * 85 - 1319) / 256) * 1&amp;lt;br&amp;gt;&lt;br /&gt;
= (3825 - 1319) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 9.7890625&lt;br /&gt;
&lt;br /&gt;
For '''life loss per second''', multiply life loss per frame by 25:&lt;br /&gt;
&lt;br /&gt;
9.7890625 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
=244.7265625&lt;br /&gt;
&lt;br /&gt;
For '''total life loss''', multiply life loss per second by 8 (the total duration of OW):&lt;br /&gt;
&lt;br /&gt;
244.7265625 * 8&amp;lt;br&amp;gt;&lt;br /&gt;
= 1957.8125&lt;br /&gt;
&lt;br /&gt;
===V1.09===&lt;br /&gt;
&lt;br /&gt;
'''life loss per frame''' = (85 * 9 + 40) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= (765 + 40) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 805 / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 3.14453125&lt;br /&gt;
&lt;br /&gt;
'''life loss per second''' = life loss per frame * 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 3.14453125 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 78.61328125&lt;br /&gt;
&lt;br /&gt;
'''total life loss''' = life loss per second * 4&amp;lt;br&amp;gt;&lt;br /&gt;
= 78.61328125 * 4&amp;lt;br&amp;gt;&lt;br /&gt;
= 314.453125&lt;br /&gt;
&lt;br /&gt;
=FAQ=&lt;br /&gt;
===Which skills carry OW and which don't?===&lt;br /&gt;
In General, every weapon attack carries OW - i.e. skills like Whirlwind, Zeal, Assassin's charge-up attacks and so on will deliver OW.&lt;br /&gt;
&lt;br /&gt;
'''Skills, that carry OW:'''&lt;br /&gt;
*Blade Fury&lt;br /&gt;
*Kicks in general&lt;br /&gt;
*Multishot (only the two middle arrows)&lt;br /&gt;
*Smite&lt;br /&gt;
&lt;br /&gt;
'''Skills, that &amp;lt;u&amp;gt;don't&amp;lt;/u&amp;gt; carry OW:'''&lt;br /&gt;
*Blade Sentinel&lt;br /&gt;
*Blade Shield&lt;br /&gt;
*Multishot (all arrows except for the two middle ones)&lt;br /&gt;
&lt;br /&gt;
===Is there a cap on OW?===&lt;br /&gt;
No, there is no cap for OW. Thus the maximum is 100%. Rumours about OW (and other mods like Crushing Blow and Deadly Strike) being capped at 95% derive from the fact that the highest achievable Chance to Hit is 95%, meaning that you only can deliver OW on 95% of your strikes. Every time you hit though OW will trigger.&lt;br /&gt;
&lt;br /&gt;
===Does OW work on my mercenary?===&lt;br /&gt;
Yes. Unlike Prevent Monster Heal, your mercenary can trigger OW on a target.&lt;br /&gt;
&lt;br /&gt;
===Can a target be subject to different OW causes at once?===&lt;br /&gt;
No, it can't. If OW is triggered on a target already under the influence of OW, the timer will simply be reset to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
===Does OW from another player/hireling override the 1st OW?===&lt;br /&gt;
No. If another player or hireling hits a target that is under the influence of OW, the timer is reset to 8 seconds, but the life loss will still be that one calculated for the first player/hireling that hit it. That means, when your mercenary triggers OW on a monster which you already hit and triggered OW before, the timer will be reset to 8 seconds, but the monster will still receive the same damage it received from you triggering OW.&lt;br /&gt;
&lt;br /&gt;
===Is there a penalty for ranged attacks?===&lt;br /&gt;
Yes, but only versus players. It's already mentioned in the formula above. The modifier is 1/2.&lt;br /&gt;
&lt;br /&gt;
===Can OW be countered by replenish life or absorb?===&lt;br /&gt;
No, it can't. Actually, OW cuts off regeneration and replenish life on the target if triggered.&lt;br /&gt;
&lt;br /&gt;
===Is there a PvP penalty for OW?===&lt;br /&gt;
As noted in the above formula, life loss in PvP is 1/4.&lt;br /&gt;
&lt;br /&gt;
===So what can I do against OW in PvP?===&lt;br /&gt;
The duration of the state &amp;quot;openwounded&amp;quot; is subject to curse length reduction. So an Assassin's Fade can reduce the duration of OW, but only if cast before OW triggers. Note that Cleansing uses a different approach and won't reduce OW duration.&lt;br /&gt;
&lt;br /&gt;
===Will every target suffer from OW?===&lt;br /&gt;
Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. So if you only deal physical damage on a monster that is Physical Immune, you won't trigger OW. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[http://diablo2.ingame.de/tips/calcs/open_wounds.php|Open Wounds calculator for V1.10+ (German)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://diablo2.ingame.de/tips/calcs/open_wounds109.php|Open Wounds calculator for V1.09 (German)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.lurkerlounge.com/spirea/Damage/Open_Wounds.shtml|Open Wounds calculator for V1.09 (English)]&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3409</id>
		<title>Open Wounds</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3409"/>
				<updated>2008-02-06T14:42:47Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
Open Wounds is a weapon mod which leads to a constant loss of life on the target hit over 8 seconds (200 frames). It's not actual damage the target receives, but a negative life regeneration, which is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; set off against target's life regeneration (for monsters) or replenish life (for players). Instead, these boni are immediately cut off once Open Wounds steps in. Unlike Prevent Monster Heal the Open Wounds mod will also work on mercenaries.&lt;br /&gt;
&lt;br /&gt;
Common abbreviation for Open Wounds is &amp;quot;OW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Formula=&lt;br /&gt;
The formula is different for different versions of the game. The amount of life loss increased drastically from V1.09 to V1.10, and was again slightly increased in V1.11b (the actual version of the game).&lt;br /&gt;
&lt;br /&gt;
===V1.11b===&lt;br /&gt;
'''Total Life loss:'''&lt;br /&gt;
&lt;br /&gt;
uLvl=1-15: 40 + (lvl - 1) * 9 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=16-30: 40 + 126 + (lvl - 15) * 18 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=31-45: 40 + 396 + (lvl - 30) * 27 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=46-60: 40 + 801 + (lvl - 45) * 36 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=61-99: 40 + 1341 + (lvl - 60) * 45 * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
'''Life loss per second:'''&lt;br /&gt;
&lt;br /&gt;
life loss per second = Total Life loss / 8&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Life loss per frame = Life loss per second / 25&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
where uLvl = unit level, can be player or hireling.&lt;br /&gt;
&lt;br /&gt;
V1.10 and V1.11a&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Clvl=1-15: ((9 * Clvl+31) / 256)) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=16-30: ((18 * Clvl-104) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=31-45: ((27 * Clvl-374) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=46-60: ((36 * Clvl-779) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=61-99: ((45 * Clvl-1319) / 256) * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
=V1.09=&lt;br /&gt;
In V1.09 duration of OW was only 4 seconds and the same formula was used for all character levels. Also life loss wasn't influenced by a target modifier.&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
(cLvl * 9 + 40) / 256&lt;br /&gt;
&lt;br /&gt;
'''Life loss per second:'''&lt;br /&gt;
&lt;br /&gt;
Life loss per second = Life loss per frame * 25&lt;br /&gt;
&lt;br /&gt;
'''Total life loss:'''&lt;br /&gt;
&lt;br /&gt;
Total life loss = Life loss per second * 4 (the duration of OW in V1.09)&lt;br /&gt;
&lt;br /&gt;
=Examples=&lt;br /&gt;
For each version I assume a character level of 85 and a normal monster as target.&lt;br /&gt;
&lt;br /&gt;
===V1.11b===&lt;br /&gt;
&lt;br /&gt;
'''Total Life loss'''&amp;lt;br&amp;gt;&lt;br /&gt;
= 40 + 1341 + (85-60) * 45 * 1&amp;lt;br&amp;gt;&lt;br /&gt;
= 40 + 1341 + 1125&amp;lt;br&amp;gt;&lt;br /&gt;
= 2506&lt;br /&gt;
&lt;br /&gt;
'''Life loss per second'''&amp;lt;br&amp;gt;&lt;br /&gt;
= 2506 / 8&amp;lt;br&amp;gt;&lt;br /&gt;
= 313.25&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame'''&amp;lt;br&amp;gt;&lt;br /&gt;
= 313.25 / 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 12.53&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===V1.10 and V1.11a===&lt;br /&gt;
&lt;br /&gt;
'''life loss per frame'''&amp;lt;br&amp;gt;&lt;br /&gt;
= ((45 * 85 - 1319) / 256) * 1&amp;lt;br&amp;gt;&lt;br /&gt;
= (3825 - 1319) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 9.7890625&lt;br /&gt;
&lt;br /&gt;
For '''life loss per second''', multiply life loss per frame by 25:&lt;br /&gt;
&lt;br /&gt;
9.7890625 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
=244.7265625&lt;br /&gt;
&lt;br /&gt;
For '''total life loss''', multiply life loss per second by 8 (the total duration of OW):&lt;br /&gt;
&lt;br /&gt;
244.7265625 * 8&amp;lt;br&amp;gt;&lt;br /&gt;
= 1957.8125&lt;br /&gt;
&lt;br /&gt;
===V1.09===&lt;br /&gt;
&lt;br /&gt;
'''life loss per frame''' = (85 * 9 + 40) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= (765 + 40) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 805 / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 3.14453125&lt;br /&gt;
&lt;br /&gt;
'''life loss per second''' = life loss per frame * 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 3.14453125 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 78.61328125&lt;br /&gt;
&lt;br /&gt;
'''total life loss''' = life loss per second * 4&amp;lt;br&amp;gt;&lt;br /&gt;
= 78.61328125 * 4&amp;lt;br&amp;gt;&lt;br /&gt;
= 314.453125&lt;br /&gt;
&lt;br /&gt;
=FAQ=&lt;br /&gt;
===Which skills carry OW and which don't?===&lt;br /&gt;
In General, every weapon attack carries OW - i.e. skills like Whirlwind, Zeal, Assassin's charge-up attacks and so on will deliver OW.&lt;br /&gt;
&lt;br /&gt;
'''Skills, that carry OW:'''&lt;br /&gt;
*Blade Fury&lt;br /&gt;
*Kicks in general&lt;br /&gt;
*Multishot (only the two middle arrows)&lt;br /&gt;
*Smite&lt;br /&gt;
&lt;br /&gt;
'''Skills, that &amp;lt;u&amp;gt;don't&amp;lt;/u&amp;gt; carry OW:'''&lt;br /&gt;
*Blade Sentinel&lt;br /&gt;
*Blade Shield&lt;br /&gt;
*Multishot (all arrows except for the two middle ones)&lt;br /&gt;
&lt;br /&gt;
===Is there a cap on OW?===&lt;br /&gt;
No, there is no cap for OW. Thus the maximum is 100%. Rumours about OW (and other mods like Crushing Blow and Deadly Strike) being capped at 95% derive from the fact that the highest achievable Chance to Hit is 95%, meaning that you only can deliver OW on 95% of your strikes. Every time you hit though OW will trigger.&lt;br /&gt;
&lt;br /&gt;
===Does OW work on my mercenary?===&lt;br /&gt;
Yes. Unlike Prevent Monster Heal, your mercenary can trigger OW on a target.&lt;br /&gt;
&lt;br /&gt;
===Can a target be subject to different OW causes at once?===&lt;br /&gt;
No, it can't. If OW is triggered on a target already under the influence of OW, the timer will simply be reset to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
===Does OW from another player/hireling override the 1st OW?===&lt;br /&gt;
No. If another player or hireling hits a target that is under the influence of OW, the timer is reset to 8 seconds, but the life loss will still be that one calculated for the first player/hireling that hit it. That means, when your mercenary triggers OW on a monster which you already hit and triggered OW before, the timer will be reset to 8 seconds, but the monster will still receive the same damage it received from you triggering OW.&lt;br /&gt;
&lt;br /&gt;
===Is there a penalty for ranged attacks?===&lt;br /&gt;
Yes, but only versus players. It's already mentioned in the formula above. The modifier is 1/2.&lt;br /&gt;
&lt;br /&gt;
===Can OW be countered by replenish life or absorb?===&lt;br /&gt;
No, it can't. Actually, OW cuts off regeneration and replenish life on the target if triggered.&lt;br /&gt;
&lt;br /&gt;
===Is there a PvP penalty for OW?===&lt;br /&gt;
As noted in the above formula, life loss in PvP is 1/4.&lt;br /&gt;
&lt;br /&gt;
===So what can I do against OW in PvP?===&lt;br /&gt;
The duration of the state &amp;quot;openwounded&amp;quot; is subject to curse length reduction. So an Assassin's Fade can reduce the duration of OW, but only if cast before OW triggers. Note that Cleansing uses a different approach and won't reduce OW duration.&lt;br /&gt;
&lt;br /&gt;
===Will every target suffer from OW?===&lt;br /&gt;
Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. So if you only deal physical damage on a monster that is Physical Immune, you won't trigger OW. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points.&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[http://diablo2.ingame.de/tips/calcs/open_wounds.php|Open Wounds calculator for V1.10+ (German)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://diablo2.ingame.de/tips/calcs/open_wounds109.php|Open Wounds calculator for V1.09 (German)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.lurkerlounge.com/spirea/Damage/Open_Wounds.shtml|Open Wounds calculator for V1.09 (English)]&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3404</id>
		<title>Open Wounds</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3404"/>
				<updated>2008-02-06T14:32:02Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: Added new formula for 1.11b&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
Open Wounds is a weapon mod which leads to a constant loss of life on the target hit over 8 seconds (200 frames). It's not actual damage the target receives, but a negative life regeneration, which is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; set off against target's life regeneration (for monsters) or replenish life (for players). Instead, these boni are immediately cut off once Open Wounds steps in. Unlike Prevent Monster Heal the Open Wounds mod will also work on mercenaries.&lt;br /&gt;
&lt;br /&gt;
Common abbreviation for Open Wounds is &amp;quot;OW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Formula in V1.11b=&lt;br /&gt;
'''Total Life loss:'''&lt;br /&gt;
&lt;br /&gt;
uLvl=1-15: 40 + (lvl - 1) * 9 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=16-30: 40 + 126 + (lvl - 15) * 18 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=31-45: 40 + 396 + (lvl - 30) * 27 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=46-60: 40 + 801 + (lvl - 45) * 36 * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
uLvl=61-99: 40 + 1341 + (lvl - 60) * 45 * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
'''Life loss per second:'''&lt;br /&gt;
&lt;br /&gt;
life loss per second = Total Life loss / 8&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Life loss per frame = Life loss per second / 25&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
where uLvl = unit level, can be player or hireling.&lt;br /&gt;
&lt;br /&gt;
=Formula in V1.10-1.11a=&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Clvl=1-15: ((9 * Clvl+31) / 256)) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=16-30: ((18 * Clvl-104) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=31-45: ((27 * Clvl-374) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=46-60: ((36 * Clvl-779) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=61-99: ((45 * Clvl-1319) / 256) * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&lt;br /&gt;
A level 85 character attacking a normal monster:&lt;br /&gt;
&lt;br /&gt;
life loss per frame&amp;lt;br&amp;gt;&lt;br /&gt;
= ((45 * 85 - 1319) / 256) * 1&amp;lt;br&amp;gt;&lt;br /&gt;
= (3825 - 1319) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 9.7890625&lt;br /&gt;
&lt;br /&gt;
For life loss per second, multiply life loss per frame by 25:&lt;br /&gt;
&lt;br /&gt;
9.7890625 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
=244.7265625&lt;br /&gt;
&lt;br /&gt;
For total life loss, multiply life loss per second by 8 (the total duration of OW):&lt;br /&gt;
&lt;br /&gt;
244.7265625 * 8&lt;br /&gt;
= 1957.8125&lt;br /&gt;
&lt;br /&gt;
=FAQ=&lt;br /&gt;
===Which skills carry OW and which don't?===&lt;br /&gt;
In General, every weapon attack carries OW - i.e. skills like Whirlwind, Zeal, Assassin's charge-up attacks and so on will deliver OW.&lt;br /&gt;
&lt;br /&gt;
'''Skills, that carry OW:'''&lt;br /&gt;
*Blade Fury&lt;br /&gt;
*Kicks in general&lt;br /&gt;
*Multishot (only the two middle arrows)&lt;br /&gt;
*Smite&lt;br /&gt;
&lt;br /&gt;
'''Skills, that &amp;lt;u&amp;gt;don't&amp;lt;/u&amp;gt; carry OW:'''&lt;br /&gt;
*Blade Sentinel&lt;br /&gt;
*Blade Shield&lt;br /&gt;
*Multishot (all arrows except for the two middle ones)&lt;br /&gt;
&lt;br /&gt;
===Is there a cap on OW?===&lt;br /&gt;
No, there is no cap for OW. Thus the maximum is 100%. Rumours about OW (and other mods like Crushing Blow and Deadly Strike) being capped at 95% derive from the fact that the highest achievable Chance to Hit is 95%, meaning that you only can deliver OW on 95% of your strikes. Every time you hit though OW will trigger.&lt;br /&gt;
&lt;br /&gt;
===Does OW work on my mercenary?===&lt;br /&gt;
Yes. Unlike Prevent Monster Heal, your mercenary can trigger OW on a target.&lt;br /&gt;
&lt;br /&gt;
===Can a target be subject to different OW causes at once?===&lt;br /&gt;
No, it can't. If OW is triggered on a target already under the influence of OW, the timer will simply be reset to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
===Does OW from another player/hireling override the 1st OW?===&lt;br /&gt;
No. If another player or hireling hits a target that is under the influence of OW, the timer is reset to 8 seconds, but the life loss will still be that one calculated for the first player/hireling that hit it. That means, when your mercenary triggers OW on a monster which you already hit and triggered OW before, the timer will be reset to 8 seconds, but the monster will still receive the same damage it received from you triggering OW.&lt;br /&gt;
&lt;br /&gt;
===Is there a penalty for ranged attacks?===&lt;br /&gt;
Yes, but only versus players. It's already mentioned in the formula above. The modifier is 1/2.&lt;br /&gt;
&lt;br /&gt;
===Can OW be countered by replenish life or absorb?===&lt;br /&gt;
No, it can't. Actually, OW cuts off regeneration and replenish life on the target if triggered.&lt;br /&gt;
&lt;br /&gt;
===Is there a PvP penalty for OW?===&lt;br /&gt;
As noted in the above formula, life loss in PvP is 1/4.&lt;br /&gt;
&lt;br /&gt;
===So what can I do against OW in PvP?===&lt;br /&gt;
The duration of the state &amp;quot;openwounded&amp;quot; is subject to curse length reduction. So an Assassin's Fade can reduce the duration of OW, but only if cast before OW triggers. Note that Cleansing uses a different approach and won't reduce OW duration.&lt;br /&gt;
&lt;br /&gt;
===Will every target suffer from OW?===&lt;br /&gt;
Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. So if you only deal physical damage on a monster that is Physical Immune, you won't trigger OW. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points.&lt;br /&gt;
&lt;br /&gt;
===Does OW work the same in ever version of DII?===&lt;br /&gt;
The basics, yes. The formula, no. In 1.09 OW's life loss used the same formula for every character level and lasted only 4 seconds:&lt;br /&gt;
&lt;br /&gt;
life loss per frame = (cLvl * 9 + 40) / 256&lt;br /&gt;
&lt;br /&gt;
Taking the above example of a level 85 character hitting a normal monster:&lt;br /&gt;
&lt;br /&gt;
life loss per frame = (85 * 9 + 40) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= (765 + 40) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 805 / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 3.14453125&lt;br /&gt;
&lt;br /&gt;
life loss per second = life loss per frame * 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 3.14453125 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 78.61328125&lt;br /&gt;
&lt;br /&gt;
total life loss = life loss per second * 4&amp;lt;br&amp;gt;&lt;br /&gt;
= 78.61328125 * 4&amp;lt;br&amp;gt;&lt;br /&gt;
= 314.453125&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[http://diablo2.ingame.de/tips/calcs/open_wounds.php|Open Wounds calculator for V1.10+ (German)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://diablo2.ingame.de/tips/calcs/open_wounds109.php|Open Wounds calculator for V1.09 (German)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.lurkerlounge.com/spirea/Damage/Open_Wounds.shtml|Open Wounds calculator for V1.09 (English)]&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3403</id>
		<title>Open Wounds</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3403"/>
				<updated>2008-02-06T14:20:38Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: /* Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
Open Wounds is a weapon mod which leads to a constant loss of life on the target hit over 8 seconds (200 frames). It's not actual damage the target receives, but a negative life regeneration, which is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; set off against target's life regeneration (for monsters) or replenish life (for players). Instead, these boni are immediately cut off once Open Wounds steps in. Unlike Prevent Monster Heal the Open Wounds mod will also work on mercenaries.&lt;br /&gt;
&lt;br /&gt;
Common abbreviation for Open Wounds is &amp;quot;OW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Formula=&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Clvl=1-15: ((9 * Clvl+31) / 256)) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=16-30: ((18 * Clvl-104) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=31-45: ((27 * Clvl-374) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=46-60: ((36 * Clvl-779) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=61-99: ((45 * Clvl-1319) / 256) * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&lt;br /&gt;
A level 85 character attacking a normal monster:&lt;br /&gt;
&lt;br /&gt;
life loss per frame&amp;lt;br&amp;gt;&lt;br /&gt;
= ((45 * 85 - 1319) / 256) * 1&amp;lt;br&amp;gt;&lt;br /&gt;
= (3825 - 1319) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 9.7890625&lt;br /&gt;
&lt;br /&gt;
For life loss per second, multiply life loss per frame by 25:&lt;br /&gt;
&lt;br /&gt;
9.7890625 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
=244.7265625&lt;br /&gt;
&lt;br /&gt;
For total life loss, multiply life loss per second by 8 (the total duration of OW):&lt;br /&gt;
&lt;br /&gt;
244.7265625 * 8&lt;br /&gt;
= 1957.8125&lt;br /&gt;
&lt;br /&gt;
=FAQ=&lt;br /&gt;
===Which skills carry OW and which don't?===&lt;br /&gt;
In General, every weapon attack carries OW - i.e. skills like Whirlwind, Zeal, Assassin's charge-up attacks and so on will deliver OW.&lt;br /&gt;
&lt;br /&gt;
'''Skills, that carry OW:'''&lt;br /&gt;
*Blade Fury&lt;br /&gt;
*Kicks in general&lt;br /&gt;
*Multishot (only the two middle arrows)&lt;br /&gt;
*Smite&lt;br /&gt;
&lt;br /&gt;
'''Skills, that &amp;lt;u&amp;gt;don't&amp;lt;/u&amp;gt; carry OW:'''&lt;br /&gt;
*Blade Sentinel&lt;br /&gt;
*Blade Shield&lt;br /&gt;
*Multishot (all arrows except for the two middle ones)&lt;br /&gt;
&lt;br /&gt;
===Is there a cap on OW?===&lt;br /&gt;
No, there is no cap for OW. Thus the maximum is 100%. Rumours about OW (and other mods like Crushing Blow and Deadly Strike) being capped at 95% derive from the fact that the highest achievable Chance to Hit is 95%, meaning that you only can deliver OW on 95% of your strikes. Every time you hit though OW will trigger.&lt;br /&gt;
&lt;br /&gt;
===Does OW work on my mercenary?===&lt;br /&gt;
Yes. Unlike Prevent Monster Heal, your mercenary can trigger OW on a target.&lt;br /&gt;
&lt;br /&gt;
===Can a target be subject to different OW causes at once?===&lt;br /&gt;
No, it can't. If OW is triggered on a target already under the influence of OW, the timer will simply be reset to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
===Does OW from another player/hireling override the 1st OW?===&lt;br /&gt;
No. If another player or hireling hits a target that is under the influence of OW, the timer is reset to 8 seconds, but the life loss will still be that one calculated for the first player/hireling that hit it. That means, when your mercenary triggers OW on a monster which you already hit and triggered OW before, the timer will be reset to 8 seconds, but the monster will still receive the same damage it received from you triggering OW.&lt;br /&gt;
&lt;br /&gt;
===Is there a penalty for ranged attacks?===&lt;br /&gt;
Yes, but only versus players. It's already mentioned in the formula above. The modifier is 1/2.&lt;br /&gt;
&lt;br /&gt;
===Can OW be countered by replenish life or absorb?===&lt;br /&gt;
No, it can't. Actually, OW cuts off regeneration and replenish life on the target if triggered.&lt;br /&gt;
&lt;br /&gt;
===Is there a PvP penalty for OW?===&lt;br /&gt;
As noted in the above formula, life loss in PvP is 1/4.&lt;br /&gt;
&lt;br /&gt;
===So what can I do against OW in PvP?===&lt;br /&gt;
The duration of the state &amp;quot;openwounded&amp;quot; is subject to curse length reduction. So an Assassin's Fade can reduce the duration of OW, but only if cast before OW triggers. Note that Cleansing uses a different approach and won't reduce OW duration.&lt;br /&gt;
&lt;br /&gt;
===Will every target suffer from OW?===&lt;br /&gt;
Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. So if you only deal physical damage on a monster that is Physical Immune, you won't trigger OW. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points.&lt;br /&gt;
&lt;br /&gt;
===Does OW work the same in ever version of DII?===&lt;br /&gt;
The basics, yes. The formula, no. In 1.09 OW's life loss used the same formula for every character level and lasted only 4 seconds:&lt;br /&gt;
&lt;br /&gt;
life loss per frame = (cLvl * 9 + 40) / 256&lt;br /&gt;
&lt;br /&gt;
Taking the above example of a level 85 character hitting a normal monster:&lt;br /&gt;
&lt;br /&gt;
life loss per frame = (85 * 9 + 40) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= (765 + 40) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 805 / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 3.14453125&lt;br /&gt;
&lt;br /&gt;
life loss per second = life loss per frame * 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 3.14453125 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 78.61328125&lt;br /&gt;
&lt;br /&gt;
total life loss = life loss per second * 4&amp;lt;br&amp;gt;&lt;br /&gt;
= 78.61328125 * 4&amp;lt;br&amp;gt;&lt;br /&gt;
= 314.453125&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[http://diablo2.ingame.de/tips/calcs/open_wounds.php|Open Wounds calculator for V1.10+ (German)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://diablo2.ingame.de/tips/calcs/open_wounds109.php|Open Wounds calculator for V1.09 (German)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.lurkerlounge.com/spirea/Damage/Open_Wounds.shtml|Open Wounds calculator for V1.09 (English)]&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3402</id>
		<title>Open Wounds</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3402"/>
				<updated>2008-02-06T14:20:20Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: /* Links */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
Open Wounds is a weapon mod which leads to a constant loss of life on the target hit over 8 seconds (200 frames). It's not actual damage the target receives, but a negative life regeneration, which is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; set off against target's life regeneration (for monsters) or replenish life (for players). Instead, these boni are immediately cut off once Open Wounds steps in. Unlike Prevent Monster Heal the Open Wounds mod will also work on mercenaries.&lt;br /&gt;
&lt;br /&gt;
Common abbreviation for Open Wounds is &amp;quot;OW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Formula=&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Clvl=1-15: ((9 * Clvl+31) / 256)) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=16-30: ((18 * Clvl-104) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=31-45: ((27 * Clvl-374) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=46-60: ((36 * Clvl-779) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=61-99: ((45 * Clvl-1319) / 256) * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&lt;br /&gt;
A level 85 character attacking a normal monster:&lt;br /&gt;
&lt;br /&gt;
life loss per frame&amp;lt;br&amp;gt;&lt;br /&gt;
= ((45 * 85 - 1319) / 256) * 1&amp;lt;br&amp;gt;&lt;br /&gt;
= (3825 - 1319) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 9.7890625&lt;br /&gt;
&lt;br /&gt;
For life loss per second, multiply life loss per frame by 25:&lt;br /&gt;
&lt;br /&gt;
9.7890625 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
=244.7265625&lt;br /&gt;
&lt;br /&gt;
For total life loss, multiply life loss per second by 8 (the total duration of OW):&lt;br /&gt;
&lt;br /&gt;
244.7265625 * 8&lt;br /&gt;
= 1957.8125&lt;br /&gt;
&lt;br /&gt;
=FAQ=&lt;br /&gt;
===Which skills carry OW and which don't?===&lt;br /&gt;
In General, every weapon attack carries OW - i.e. skills like Whirlwind, Zeal, Assassin's charge-up attacks and so on will deliver OW.&lt;br /&gt;
&lt;br /&gt;
'''Skills, that carry OW:'''&lt;br /&gt;
*Blade Fury&lt;br /&gt;
*Kicks in general&lt;br /&gt;
*Multishot (only the two middle arrows)&lt;br /&gt;
*Smite&lt;br /&gt;
&lt;br /&gt;
'''Skills, that &amp;lt;u&amp;gt;don't&amp;lt;/u&amp;gt; carry OW:'''&lt;br /&gt;
*Blade Sentinel&lt;br /&gt;
*Blade Shield&lt;br /&gt;
*Multishot (all arrows except for the two middle ones)&lt;br /&gt;
&lt;br /&gt;
===Is there a cap on OW?===&lt;br /&gt;
No, there is no cap for OW. Thus the maximum is 100%. Rumours about OW (and other mods like Crushing Blow and Deadly Strike) being capped at 95% derive from the fact that the highest achievable Chance to Hit is 95%, meaning that you only can deliver OW on 95% of your strikes. Every time you hit though OW will trigger.&lt;br /&gt;
&lt;br /&gt;
===Does OW work on my mercenary?===&lt;br /&gt;
Yes. Unlike Prevent Monster Heal, your mercenary can trigger OW on a target.&lt;br /&gt;
&lt;br /&gt;
===Can a target be subject to different OW causes at once?===&lt;br /&gt;
No, it can't. If OW is triggered on a target already under the influence of OW, the timer will simply be reset to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
===Does OW from another player/hireling override the 1st OW?===&lt;br /&gt;
No. If another player or hireling hits a target that is under the influence of OW, the timer is reset to 8 seconds, but the life loss will still be that one calculated for the first player/hireling that hit it. That means, when your mercenary triggers OW on a monster which you already hit and triggered OW before, the timer will be reset to 8 seconds, but the monster will still receive the same damage it received from you triggering OW.&lt;br /&gt;
&lt;br /&gt;
===Is there a penalty for ranged attacks?===&lt;br /&gt;
Yes, but only versus players. It's already mentioned in the formula above. The modifier is 1/2.&lt;br /&gt;
&lt;br /&gt;
===Can OW be countered by replenish life or absorb?===&lt;br /&gt;
No, it can't. Actually, OW cuts off regeneration and replenish life on the target if triggered.&lt;br /&gt;
&lt;br /&gt;
===Is there a PvP penalty for OW?===&lt;br /&gt;
As noted in the above formula, life loss in PvP is 1/4.&lt;br /&gt;
&lt;br /&gt;
===So what can I do against OW in PvP?===&lt;br /&gt;
The duration of the state &amp;quot;openwounded&amp;quot; is subject to curse length reduction. So an Assassin's Fade can reduce the duration of OW, but only if cast before OW triggers. Note that Cleansing uses a different approach and won't reduce OW duration.&lt;br /&gt;
&lt;br /&gt;
===Will every target suffer from OW?===&lt;br /&gt;
Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. So if you only deal physical damage on a monster that is Physical Immune, you won't trigger OW. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points.&lt;br /&gt;
&lt;br /&gt;
===Does OW work the same in ever version of DII?===&lt;br /&gt;
The basics, yes. The formula, no. In 1.09 OW's life loss used the same formula for every character level and lasted only 4 seconds:&lt;br /&gt;
&lt;br /&gt;
life loss per frame = (cLvl * 9 + 40) / 256&lt;br /&gt;
&lt;br /&gt;
Taking the above example of a level 85 character hitting a normal monster:&lt;br /&gt;
&lt;br /&gt;
life loss per frame = (85 * 9 + 40) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= (765 + 40) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 805 / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 3.14453125&lt;br /&gt;
&lt;br /&gt;
life loss per second = life loss per frame * 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 3.14453125 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 78.61328125&lt;br /&gt;
&lt;br /&gt;
total life loss = life loss per second * 4&amp;lt;br&amp;gt;&lt;br /&gt;
= 78.61328125 * 4&amp;lt;br&amp;gt;&lt;br /&gt;
= 314.453125&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[http://diablo2.ingame.de/tips/calcs/open_wounds.php|Open Wounds calculator for V1.10+ (German)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://diablo2.ingame.de/tips/calcs/open_wounds109.php|Open Wounds calculator for V1.09 (German)]&amp;lt;br&amp;gt;&lt;br /&gt;
[http://www.lurkerlounge.com/spirea/Damage/Open_Wounds.shtml|Open Wounds calculator for V1.10+ (English)]&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3401</id>
		<title>Open Wounds</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3401"/>
				<updated>2008-02-06T14:19:53Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
Open Wounds is a weapon mod which leads to a constant loss of life on the target hit over 8 seconds (200 frames). It's not actual damage the target receives, but a negative life regeneration, which is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; set off against target's life regeneration (for monsters) or replenish life (for players). Instead, these boni are immediately cut off once Open Wounds steps in. Unlike Prevent Monster Heal the Open Wounds mod will also work on mercenaries.&lt;br /&gt;
&lt;br /&gt;
Common abbreviation for Open Wounds is &amp;quot;OW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Formula=&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Clvl=1-15: ((9 * Clvl+31) / 256)) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=16-30: ((18 * Clvl-104) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=31-45: ((27 * Clvl-374) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=46-60: ((36 * Clvl-779) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=61-99: ((45 * Clvl-1319) / 256) * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&lt;br /&gt;
A level 85 character attacking a normal monster:&lt;br /&gt;
&lt;br /&gt;
life loss per frame&amp;lt;br&amp;gt;&lt;br /&gt;
= ((45 * 85 - 1319) / 256) * 1&amp;lt;br&amp;gt;&lt;br /&gt;
= (3825 - 1319) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 9.7890625&lt;br /&gt;
&lt;br /&gt;
For life loss per second, multiply life loss per frame by 25:&lt;br /&gt;
&lt;br /&gt;
9.7890625 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
=244.7265625&lt;br /&gt;
&lt;br /&gt;
For total life loss, multiply life loss per second by 8 (the total duration of OW):&lt;br /&gt;
&lt;br /&gt;
244.7265625 * 8&lt;br /&gt;
= 1957.8125&lt;br /&gt;
&lt;br /&gt;
=FAQ=&lt;br /&gt;
===Which skills carry OW and which don't?===&lt;br /&gt;
In General, every weapon attack carries OW - i.e. skills like Whirlwind, Zeal, Assassin's charge-up attacks and so on will deliver OW.&lt;br /&gt;
&lt;br /&gt;
'''Skills, that carry OW:'''&lt;br /&gt;
*Blade Fury&lt;br /&gt;
*Kicks in general&lt;br /&gt;
*Multishot (only the two middle arrows)&lt;br /&gt;
*Smite&lt;br /&gt;
&lt;br /&gt;
'''Skills, that &amp;lt;u&amp;gt;don't&amp;lt;/u&amp;gt; carry OW:'''&lt;br /&gt;
*Blade Sentinel&lt;br /&gt;
*Blade Shield&lt;br /&gt;
*Multishot (all arrows except for the two middle ones)&lt;br /&gt;
&lt;br /&gt;
===Is there a cap on OW?===&lt;br /&gt;
No, there is no cap for OW. Thus the maximum is 100%. Rumours about OW (and other mods like Crushing Blow and Deadly Strike) being capped at 95% derive from the fact that the highest achievable Chance to Hit is 95%, meaning that you only can deliver OW on 95% of your strikes. Every time you hit though OW will trigger.&lt;br /&gt;
&lt;br /&gt;
===Does OW work on my mercenary?===&lt;br /&gt;
Yes. Unlike Prevent Monster Heal, your mercenary can trigger OW on a target.&lt;br /&gt;
&lt;br /&gt;
===Can a target be subject to different OW causes at once?===&lt;br /&gt;
No, it can't. If OW is triggered on a target already under the influence of OW, the timer will simply be reset to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
===Does OW from another player/hireling override the 1st OW?===&lt;br /&gt;
No. If another player or hireling hits a target that is under the influence of OW, the timer is reset to 8 seconds, but the life loss will still be that one calculated for the first player/hireling that hit it. That means, when your mercenary triggers OW on a monster which you already hit and triggered OW before, the timer will be reset to 8 seconds, but the monster will still receive the same damage it received from you triggering OW.&lt;br /&gt;
&lt;br /&gt;
===Is there a penalty for ranged attacks?===&lt;br /&gt;
Yes, but only versus players. It's already mentioned in the formula above. The modifier is 1/2.&lt;br /&gt;
&lt;br /&gt;
===Can OW be countered by replenish life or absorb?===&lt;br /&gt;
No, it can't. Actually, OW cuts off regeneration and replenish life on the target if triggered.&lt;br /&gt;
&lt;br /&gt;
===Is there a PvP penalty for OW?===&lt;br /&gt;
As noted in the above formula, life loss in PvP is 1/4.&lt;br /&gt;
&lt;br /&gt;
===So what can I do against OW in PvP?===&lt;br /&gt;
The duration of the state &amp;quot;openwounded&amp;quot; is subject to curse length reduction. So an Assassin's Fade can reduce the duration of OW, but only if cast before OW triggers. Note that Cleansing uses a different approach and won't reduce OW duration.&lt;br /&gt;
&lt;br /&gt;
===Will every target suffer from OW?===&lt;br /&gt;
Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. So if you only deal physical damage on a monster that is Physical Immune, you won't trigger OW. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points.&lt;br /&gt;
&lt;br /&gt;
===Does OW work the same in ever version of DII?===&lt;br /&gt;
The basics, yes. The formula, no. In 1.09 OW's life loss used the same formula for every character level and lasted only 4 seconds:&lt;br /&gt;
&lt;br /&gt;
life loss per frame = (cLvl * 9 + 40) / 256&lt;br /&gt;
&lt;br /&gt;
Taking the above example of a level 85 character hitting a normal monster:&lt;br /&gt;
&lt;br /&gt;
life loss per frame = (85 * 9 + 40) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= (765 + 40) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 805 / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 3.14453125&lt;br /&gt;
&lt;br /&gt;
life loss per second = life loss per frame * 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 3.14453125 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
= 78.61328125&lt;br /&gt;
&lt;br /&gt;
total life loss = life loss per second * 4&amp;lt;br&amp;gt;&lt;br /&gt;
= 78.61328125 * 4&amp;lt;br&amp;gt;&lt;br /&gt;
= 314.453125&lt;br /&gt;
&lt;br /&gt;
=Links=&lt;br /&gt;
[[http://diablo2.ingame.de/tips/calcs/open_wounds.php|Open Wounds calculator for V1.10+ (German)]]&lt;br /&gt;
[[http://diablo2.ingame.de/tips/calcs/open_wounds109.php|Open Wounds calculator for V1.09 (German)]]&lt;br /&gt;
[[http://www.lurkerlounge.com/spirea/Damage/Open_Wounds.shtml|Open Wounds calculator for V1.10+ (German)]]&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3400</id>
		<title>Open Wounds</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3400"/>
				<updated>2008-02-06T14:16:31Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
Open Wounds is a weapon mod which leads to a constant loss of life on the target hit over 8 seconds (200 frames). It's not actual damage the target receives, but a negative life regeneration, which is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; set off against target's life regeneration (for monsters) or replenish life (for players). Instead, these boni are immediately cut off once Open Wounds steps in. Unlike Prevent Monster Heal the Open Wounds mod will also work on mercenaries.&lt;br /&gt;
&lt;br /&gt;
Common abbreviation for Open Wounds is &amp;quot;OW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Formula=&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Clvl=1-15: ((9 * Clvl+31) / 256)) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=16-30: ((18 * Clvl-104) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=31-45: ((27 * Clvl-374) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=46-60: ((36 * Clvl-779) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=61-99: ((45 * Clvl-1319) / 256) * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&lt;br /&gt;
A level 85 character attacking a normal monster:&lt;br /&gt;
&lt;br /&gt;
life loss per frame&amp;lt;br&amp;gt;&lt;br /&gt;
= ((45 * 85 - 1319) / 256) * 1&amp;lt;br&amp;gt;&lt;br /&gt;
= (3825 - 1319) / 256&amp;lt;br&amp;gt;&lt;br /&gt;
= 9.7890625&lt;br /&gt;
&lt;br /&gt;
For life loss per second, multiply life loss per frame by 25:&lt;br /&gt;
&lt;br /&gt;
9.7890625 * 25&amp;lt;br&amp;gt;&lt;br /&gt;
=244.7265625&lt;br /&gt;
&lt;br /&gt;
For total life loss, multiply life loss per second by 8 (the total duration of OW):&lt;br /&gt;
&lt;br /&gt;
244.7265625 * 8&lt;br /&gt;
= 1957.8125&lt;br /&gt;
&lt;br /&gt;
=FAQ=&lt;br /&gt;
===Which skills carry OW and which don't?===&lt;br /&gt;
In General, every weapon attack carries OW - i.e. skills like Whirlwind, Zeal, Assassin's charge-up attacks and so on will deliver OW.&lt;br /&gt;
&lt;br /&gt;
'''Skills, that carry OW:'''&lt;br /&gt;
*Blade Fury&lt;br /&gt;
*Kicks in general&lt;br /&gt;
*Multishot (only the two middle arrows)&lt;br /&gt;
*Smite&lt;br /&gt;
&lt;br /&gt;
'''Skills, that &amp;lt;u&amp;gt;don't&amp;lt;/u&amp;gt; carry OW:'''&lt;br /&gt;
*Blade Sentinel&lt;br /&gt;
*Blade Shield&lt;br /&gt;
*Multishot (all arrows except for the two middle ones)&lt;br /&gt;
&lt;br /&gt;
===Is there a cap on OW?===&lt;br /&gt;
No, there is no cap for OW. Thus the maximum is 100%. Rumours about OW (and other mods like Crushing Blow and Deadly Strike) being capped at 95% derive from the fact that the highest achievable Chance to Hit is 95%, meaning that you only can deliver OW on 95% of your strikes. Every time you hit though OW will trigger.&lt;br /&gt;
&lt;br /&gt;
===Does OW work on my mercenary?===&lt;br /&gt;
Yes. Unlike Prevent Monster Heal, your mercenary can trigger OW on a target.&lt;br /&gt;
&lt;br /&gt;
===Can a target be subject to different OW causes at once?===&lt;br /&gt;
No, it can't. If OW is triggered on a target already under the influence of OW, the timer will simply be reset to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
===Does OW from another player/hireling override the 1st OW?===&lt;br /&gt;
No. If another player or hireling hits a target that is under the influence of OW, the timer is reset to 8 seconds, but the life loss will still be that one calculated for the first player/hireling that hit it. That means, when your mercenary triggers OW on a monster which you already hit and triggered OW before, the timer will be reset to 8 seconds, but the monster will still receive the same damage it received from you triggering OW.&lt;br /&gt;
&lt;br /&gt;
===Is there a penalty for ranged attacks?===&lt;br /&gt;
Yes, but only versus players. It's already mentioned in the formula above. The modifier is 1/2.&lt;br /&gt;
&lt;br /&gt;
===Can OW be countered by replenish life or absorb?===&lt;br /&gt;
No, it can't. Actually, OW cuts off regeneration and replenish life on the target if triggered.&lt;br /&gt;
&lt;br /&gt;
===Is there a PvP penalty for OW?===&lt;br /&gt;
As noted in the above formula, life loss in PvP is 1/4.&lt;br /&gt;
&lt;br /&gt;
===So what can I do against OW in PvP?===&lt;br /&gt;
The duration of the state &amp;quot;openwounded&amp;quot; is subject to curse length reduction. So an Assassin's Fade can reduce the duration of OW. Note that Cleansing uses a different approach and won't reduce OW duration.&lt;br /&gt;
&lt;br /&gt;
===Will every target suffer from OW?===&lt;br /&gt;
Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. So if you only deal physical damage on a monster that is Physical Immune, you won't trigger OW. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points.&lt;br /&gt;
&lt;br /&gt;
===Does OW work the same in ever version of DII?===&lt;br /&gt;
The basics, yes. The formula, no. In 1.09 OW's life loss used the same formula for every character level and lasted only 4 seconds:&lt;br /&gt;
&lt;br /&gt;
life loss per frame = (cLvl * 9 + 40) / 256&lt;br /&gt;
&lt;br /&gt;
Taking the above example of a level 85 character hitting a normal monster:&lt;br /&gt;
&lt;br /&gt;
life loss per frame = (85 * 9 + 40) / 256&lt;br /&gt;
= (765 + 40) / 256&lt;br /&gt;
= 805 / 256&lt;br /&gt;
= 3.14453125&lt;br /&gt;
&lt;br /&gt;
life loss per second = life loss per frame * 25&lt;br /&gt;
= 3.14453125 * 25&lt;br /&gt;
= 78.61328125&lt;br /&gt;
&lt;br /&gt;
total life loss = life loss per second * 4&lt;br /&gt;
= 78.61328125 * 4&lt;br /&gt;
= 314.453125&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3399</id>
		<title>Open Wounds</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3399"/>
				<updated>2008-02-06T14:15:26Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
Open Wounds is a weapon mod which leads to a constant loss of life on the target hit over 8 seconds (200 frames). It's not actual damage the target receives, but a negative life regeneration, which is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; set off against target's life regeneration (for monsters) or replenish life (for players). Instead, these boni are immediately cut off once Open Wounds steps in. Unlike Prevent Monster Heal the Open Wounds mod will also work on mercenaries.&lt;br /&gt;
&lt;br /&gt;
Common abbreviation for Open Wounds is &amp;quot;OW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Formula=&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Clvl=1-15: ((9 * Clvl+31) / 256)) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=16-30: ((18 * Clvl-104) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=31-45: ((27 * Clvl-374) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=46-60: ((36 * Clvl-779) / 256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=61-99: ((45 * Clvl-1319) / 256) * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&lt;br /&gt;
A level 85 character attacking a normal monster:&lt;br /&gt;
&lt;br /&gt;
life loss per frame=&amp;lt;br&amp;gt;&lt;br /&gt;
= ((45 * 85 - 1319) / 256) * 1 =&amp;lt;br&amp;gt;&lt;br /&gt;
= (3825 - 1319) / 256=&amp;lt;br&amp;gt;&lt;br /&gt;
= 9.7890625&lt;br /&gt;
&lt;br /&gt;
For life loss per second, multiply life loss per frame by 25:&lt;br /&gt;
&lt;br /&gt;
9.7890625 * 25=&amp;lt;br&amp;gt;&lt;br /&gt;
=244.7265625&lt;br /&gt;
&lt;br /&gt;
For total life loss, multiply life loss per second by 8 (the total duration of OW):&lt;br /&gt;
&lt;br /&gt;
244.7265625 * 8 =&lt;br /&gt;
= 1957.8125&lt;br /&gt;
&lt;br /&gt;
=FAQ=&lt;br /&gt;
===Which skills carry OW and which don't?===&lt;br /&gt;
In General, every weapon attack carries OW - i.e. skills like Whirlwind, Zeal, Assassin's charge-up attacks and so on will deliver OW.&lt;br /&gt;
&lt;br /&gt;
'''Skills, that carry OW:'''&lt;br /&gt;
*Blade Fury&lt;br /&gt;
*Kicks in general&lt;br /&gt;
*Multishot (only the two middle arrows)&lt;br /&gt;
*Smite&lt;br /&gt;
&lt;br /&gt;
'''Skills, that &amp;lt;u&amp;gt;don't&amp;lt;/u&amp;gt; carry OW:'''&lt;br /&gt;
*Blade Sentinel&lt;br /&gt;
*Blade Shield&lt;br /&gt;
*Multishot (all arrows except for the two middle ones)&lt;br /&gt;
&lt;br /&gt;
===Is there a cap on OW?===&lt;br /&gt;
No, there is no cap for OW. Thus the maximum is 100%. Rumours about OW (and other mods like Crushing Blow and Deadly Strike) being capped at 95% derive from the fact that the highest achievable Chance to Hit is 95%, meaning that you only can deliver OW on 95% of your strikes. Every time you hit though OW will trigger.&lt;br /&gt;
&lt;br /&gt;
===Does OW work on my mercenary?===&lt;br /&gt;
Yes. Unlike Prevent Monster Heal, your mercenary can trigger OW on a target.&lt;br /&gt;
&lt;br /&gt;
===Can a target be subject to different OW causes at once?===&lt;br /&gt;
No, it can't. If OW is triggered on a target already under the influence of OW, the timer will simply be reset to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
===Does OW from another player/hireling override the 1st OW?===&lt;br /&gt;
No. If another player or hireling hits a target that is under the influence of OW, the timer is reset to 8 seconds, but the life loss will still be that one calculated for the first player/hireling that hit it. That means, when your mercenary triggers OW on a monster which you already hit and triggered OW before, the timer will be reset to 8 seconds, but the monster will still receive the same damage it received from you triggering OW.&lt;br /&gt;
&lt;br /&gt;
===Is there a penalty for ranged attacks?===&lt;br /&gt;
Yes, but only versus players. It's already mentioned in the formula above. The modifier is 1/2.&lt;br /&gt;
&lt;br /&gt;
===Can OW be countered by replenish life or absorb?===&lt;br /&gt;
No, it can't. Actually, OW cuts off regeneration and replenish life on the target if triggered.&lt;br /&gt;
&lt;br /&gt;
===Is there a PvP penalty for OW?===&lt;br /&gt;
As noted in the above formula, life loss in PvP is 1/4.&lt;br /&gt;
&lt;br /&gt;
===So what can I do against OW in PvP?===&lt;br /&gt;
The duration of the state &amp;quot;openwounded&amp;quot; is subject to curse length reduction. So an Assassin's Fade can reduce the duration of OW. Note that Cleansing uses a different approach and won't reduce OW duration.&lt;br /&gt;
&lt;br /&gt;
===Will every target suffer from OW?===&lt;br /&gt;
Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. So if you only deal physical damage on a monster that is Physical Immune, you won't trigger OW. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points.&lt;br /&gt;
&lt;br /&gt;
===Does OW work the same in ever version of DII?===&lt;br /&gt;
The basics, yes. The formula, no. In 1.09 OW's life loss used the same formula for every character level and lasted only 4 seconds:&lt;br /&gt;
&lt;br /&gt;
life loss per frame = (cLvl * 9 + 40) / 256&lt;br /&gt;
&lt;br /&gt;
Taking the above example of a level 85 character hitting a normal monster:&lt;br /&gt;
&lt;br /&gt;
life loss per frame = (85 * 9 + 40) / 256 =&lt;br /&gt;
= (765 + 40) / 256 =&lt;br /&gt;
= 805 / 256 =&lt;br /&gt;
= 3.14453125&lt;br /&gt;
&lt;br /&gt;
life loss per second = life loss per frame * 25 =&lt;br /&gt;
= 3.14453125 * 25 =&lt;br /&gt;
= 78.61328125&lt;br /&gt;
&lt;br /&gt;
total life loss = life loss per second * 4 =&lt;br /&gt;
= 78.61328125 * 4 =&lt;br /&gt;
= 314.453125&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3398</id>
		<title>Open Wounds</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3398"/>
				<updated>2008-02-06T13:51:58Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: /* Will every target suffer from OW? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
Open Wounds is a weapon mod which leads to a constant loss of life on the target hit over 8 seconds (200 frames). It's not actual damage the target receives, but a negative life regeneration, which is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; set off against target's life regeneration (for monsters) or replenish life (for players). Instead, these boni are immediately cut off once Open Wounds steps in. Unlike Prevent Monster Heal the Open Wounds mod will also work on mercenaries.&lt;br /&gt;
&lt;br /&gt;
Common abbreviation for Open Wounds is &amp;quot;OW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Formula=&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Clvl=1-15: ((9*Clvl+31)/256)) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=16-30: ((18*Clvl-104)/256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=31-45: ((27*Clvl-374)/256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=46-60: ((36*Clvl-779)/256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=61-99: ((45*Clvl-1319)/256) * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&lt;br /&gt;
A level 85 character attacking a normal monster:&lt;br /&gt;
&lt;br /&gt;
life loss per frame=&amp;lt;br&amp;gt;&lt;br /&gt;
=((45*85-1319)/256) * 1=&amp;lt;br&amp;gt;&lt;br /&gt;
=(3825-1319)/256=&amp;lt;br&amp;gt;&lt;br /&gt;
=9.7890625&lt;br /&gt;
&lt;br /&gt;
For life loss per second, multiply life loss per frame by 25:&lt;br /&gt;
&lt;br /&gt;
9.7890625*25=&amp;lt;br&amp;gt;&lt;br /&gt;
=244.7265625&lt;br /&gt;
&lt;br /&gt;
=FAQ=&lt;br /&gt;
===Which skills carry OW and which don't?===&lt;br /&gt;
In General, every weapon attack carries OW - i.e. skills like Whirlwind, Zeal, Assassin's charge-up attacks and so on will deliver OW.&lt;br /&gt;
&lt;br /&gt;
'''Skills, that carry OW:'''&lt;br /&gt;
*Blade Fury&lt;br /&gt;
*Kicks in general&lt;br /&gt;
*Multishot (only the two middle arrows)&lt;br /&gt;
*Smite&lt;br /&gt;
&lt;br /&gt;
'''Skills, that &amp;lt;u&amp;gt;don't&amp;lt;/u&amp;gt; carry OW:'''&lt;br /&gt;
*Blade Sentinel&lt;br /&gt;
*Blade Shield&lt;br /&gt;
*Multishot (all arrows except for the two middle ones)&lt;br /&gt;
&lt;br /&gt;
===Is there a cap on OW?===&lt;br /&gt;
No, there is no cap for OW. Thus the maximum is 100%. Rumours about OW (and other mods like Crushing Blow and Deadly Strike) being capped at 95% derive from the fact that the highest achievable Chance to Hit is 95%, meaning that you only can deliver OW on 95% of your strikes. Every time you hit though OW will trigger.&lt;br /&gt;
&lt;br /&gt;
===Does OW work on my mercenary?===&lt;br /&gt;
Yes. Unlike Prevent Monster Heal, your mercenary can trigger OW on a target.&lt;br /&gt;
&lt;br /&gt;
===Can a target be subject to different OW causes at once?===&lt;br /&gt;
No, it can't. If OW is triggered on a target already under the influence of OW, the timer will simply be reset to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
===Does OW from another player/hireling override the 1st OW?===&lt;br /&gt;
No. If another player or hireling hits a target that is under the influence of OW, the timer is reset to 8 seconds, but the life loss will still be that one calculated for the first player/hireling that hit it. That means, when your mercenary triggers OW on a monster which you already hit and triggered OW before, the timer will be reset to 8 seconds, but the monster will still receive the same damage it received from you triggering OW.&lt;br /&gt;
&lt;br /&gt;
===Is there a penalty for ranged attacks?===&lt;br /&gt;
Yes, but only versus players. It's already mentioned in the formula above. The modifier is 1/2.&lt;br /&gt;
&lt;br /&gt;
===Can OW be countered by replenish life or absorb?===&lt;br /&gt;
No, it can't. Actually, OW cuts off regeneration and replenish life on the target if triggered.&lt;br /&gt;
&lt;br /&gt;
===Is there a PvP penalty for OW?===&lt;br /&gt;
As noted in the above formula, life loss in PvP is 1/4.&lt;br /&gt;
&lt;br /&gt;
===So what can I do against OW in PvP?===&lt;br /&gt;
The duration of the state &amp;quot;openwounded&amp;quot; is subject to curse length reduction. So an Assassin's Fade and a Paladin's Cleansing can reduce the duration of OW.&lt;br /&gt;
&lt;br /&gt;
===Will every target suffer from OW?===&lt;br /&gt;
Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. So if you only deal physical damage on a monster that is Physical Immune, you won't trigger OW. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3397</id>
		<title>Open Wounds</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3397"/>
				<updated>2008-02-06T13:49:52Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
Open Wounds is a weapon mod which leads to a constant loss of life on the target hit over 8 seconds (200 frames). It's not actual damage the target receives, but a negative life regeneration, which is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; set off against target's life regeneration (for monsters) or replenish life (for players). Instead, these boni are immediately cut off once Open Wounds steps in. Unlike Prevent Monster Heal the Open Wounds mod will also work on mercenaries.&lt;br /&gt;
&lt;br /&gt;
Common abbreviation for Open Wounds is &amp;quot;OW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Formula=&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Clvl=1-15: ((9*Clvl+31)/256)) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=16-30: ((18*Clvl-104)/256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=31-45: ((27*Clvl-374)/256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=46-60: ((36*Clvl-779)/256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=61-99: ((45*Clvl-1319)/256) * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player.&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster or minion.&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target.&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&lt;br /&gt;
A level 85 character attacking a normal monster:&lt;br /&gt;
&lt;br /&gt;
life loss per frame=&amp;lt;br&amp;gt;&lt;br /&gt;
=((45*85-1319)/256) * 1=&amp;lt;br&amp;gt;&lt;br /&gt;
=(3825-1319)/256=&amp;lt;br&amp;gt;&lt;br /&gt;
=9.7890625&lt;br /&gt;
&lt;br /&gt;
For life loss per second, multiply life loss per frame by 25:&lt;br /&gt;
&lt;br /&gt;
9.7890625*25=&amp;lt;br&amp;gt;&lt;br /&gt;
=244.7265625&lt;br /&gt;
&lt;br /&gt;
=FAQ=&lt;br /&gt;
===Which skills carry OW and which don't?===&lt;br /&gt;
In General, every weapon attack carries OW - i.e. skills like Whirlwind, Zeal, Assassin's charge-up attacks and so on will deliver OW.&lt;br /&gt;
&lt;br /&gt;
'''Skills, that carry OW:'''&lt;br /&gt;
*Blade Fury&lt;br /&gt;
*Kicks in general&lt;br /&gt;
*Multishot (only the two middle arrows)&lt;br /&gt;
*Smite&lt;br /&gt;
&lt;br /&gt;
'''Skills, that &amp;lt;u&amp;gt;don't&amp;lt;/u&amp;gt; carry OW:'''&lt;br /&gt;
*Blade Sentinel&lt;br /&gt;
*Blade Shield&lt;br /&gt;
*Multishot (all arrows except for the two middle ones)&lt;br /&gt;
&lt;br /&gt;
===Is there a cap on OW?===&lt;br /&gt;
No, there is no cap for OW. Thus the maximum is 100%. Rumours about OW (and other mods like Crushing Blow and Deadly Strike) being capped at 95% derive from the fact that the highest achievable Chance to Hit is 95%, meaning that you only can deliver OW on 95% of your strikes. Every time you hit though OW will trigger.&lt;br /&gt;
&lt;br /&gt;
===Does OW work on my mercenary?===&lt;br /&gt;
Yes. Unlike Prevent Monster Heal, your mercenary can trigger OW on a target.&lt;br /&gt;
&lt;br /&gt;
===Can a target be subject to different OW causes at once?===&lt;br /&gt;
No, it can't. If OW is triggered on a target already under the influence of OW, the timer will simply be reset to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
===Does OW from another player/hireling override the 1st OW?===&lt;br /&gt;
No. If another player or hireling hits a target that is under the influence of OW, the timer is reset to 8 seconds, but the life loss will still be that one calculated for the first player/hireling that hit it. That means, when your mercenary triggers OW on a monster which you already hit and triggered OW before, the timer will be reset to 8 seconds, but the monster will still receive the same damage it received from you triggering OW.&lt;br /&gt;
&lt;br /&gt;
===Is there a penalty for ranged attacks?===&lt;br /&gt;
Yes, but only versus players. It's already mentioned in the formula above. The modifier is 1/2.&lt;br /&gt;
&lt;br /&gt;
===Can OW be countered by replenish life or absorb?===&lt;br /&gt;
No, it can't. Actually, OW cuts off regeneration and replenish life on the target if triggered.&lt;br /&gt;
&lt;br /&gt;
===Is there a PvP penalty for OW?===&lt;br /&gt;
As noted in the above formula, life loss in PvP is 1/4.&lt;br /&gt;
&lt;br /&gt;
===So what can I do against OW in PvP?===&lt;br /&gt;
The duration of the state &amp;quot;openwounded&amp;quot; is subject to curse length reduction. So an Assassin's Fade and a Paladin's Cleansing can reduce the duration of OW.&lt;br /&gt;
&lt;br /&gt;
===Will every target suffer from OW?===&lt;br /&gt;
Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3396</id>
		<title>Open Wounds</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3396"/>
				<updated>2008-02-06T13:48:33Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
Open Wounds is a weapon mod which leads to a constant loss of life on the target hit over 8 seconds (200 frames). It's not actual damage the target receives, but a negative life regeneration, which is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; set off against target's life regeneration (for monsters) or replenish life (for players). Instead, these boni are immediately cut off once Open Wounds steps in. Unlike Prevent Monster Heal the Open Wounds mod will also work on mercenaries.&lt;br /&gt;
&lt;br /&gt;
Common abbreviation for Open Wounds is &amp;quot;OW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Formula=&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Clvl=1-15: ((9*Clvl+31)/256)) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=16-30: ((18*Clvl-104)/256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=31-45: ((27*Clvl-374)/256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=46-60: ((36*Clvl-779)/256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=61-99: ((45*Clvl-1319)/256) * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&lt;br /&gt;
A level 85 character attacking a normal monster:&lt;br /&gt;
&lt;br /&gt;
life loss per frame=&amp;lt;br&amp;gt;&lt;br /&gt;
=((45*85-1319)/256) * 1=&amp;lt;br&amp;gt;&lt;br /&gt;
=(3825-1319)/256=&amp;lt;br&amp;gt;&lt;br /&gt;
=9.7890625&lt;br /&gt;
&lt;br /&gt;
For life loss per second, multiply life loss per frame by 25:&lt;br /&gt;
&lt;br /&gt;
9.7890625*25=&amp;lt;br&amp;gt;&lt;br /&gt;
=244.7265625&lt;br /&gt;
&lt;br /&gt;
=FAQ=&lt;br /&gt;
===Which skills carry OW and which don't?===&lt;br /&gt;
In General, every weapon attack carries OW - i.e. skills like Whirlwind, Zeal, Assassin's charge-up attacks and so on will deliver OW.&lt;br /&gt;
&lt;br /&gt;
'''Skills, that carry OW:'''&lt;br /&gt;
*Blade Fury&lt;br /&gt;
*Kicks in general&lt;br /&gt;
*Multishot (only the two middle arrows)&lt;br /&gt;
*Smite&lt;br /&gt;
&lt;br /&gt;
'''Skills, that &amp;lt;u&amp;gt;don't&amp;lt;/u&amp;gt; carry OW:'''&lt;br /&gt;
*Blade Sentinel&lt;br /&gt;
*Blade Shield&lt;br /&gt;
*Multishot (all arrows except for the two middle ones)&lt;br /&gt;
&lt;br /&gt;
===Is there a cap on OW?===&lt;br /&gt;
No, there is no cap for OW. Thus the maximum is 100%. Rumours about OW (and other mods like Crushing Blow and Deadly Strike) being capped at 95% derive from the fact that the highest achievable Chance to Hit is 95%, meaning that you only can deliver OW on 95% of your strikes. Every time you hit though OW will trigger.&lt;br /&gt;
&lt;br /&gt;
===Does OW work on my mercenary?===&lt;br /&gt;
Yes. Unlike Prevent Monster Heal, your mercenary can trigger OW on a target.&lt;br /&gt;
&lt;br /&gt;
===Can a target be subject to different OW causes at once?===&lt;br /&gt;
No, it can't. If OW is triggered on a target already under the influence of OW, the timer will simply be reset to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
===Does OW from another player/hireling override the 1st OW?===&lt;br /&gt;
No. If another player or hireling hits a target that is under the influence of OW, the timer is reset to 8 seconds, but the life loss will still be that one calculated for the first player/hireling that hit it. That means, when your mercenary triggers OW on a monster which you already hit and triggered OW before, the timer will be reset to 8 seconds, but the monster will still receive the same damage it received from you triggering OW.&lt;br /&gt;
&lt;br /&gt;
===Is there a penalty for ranged attacks?===&lt;br /&gt;
Yes. It's already mentioned in the formula above. The modifier is 1/2.&lt;br /&gt;
&lt;br /&gt;
===Can OW be countered by replenish life or absorb?===&lt;br /&gt;
No, it can't. Actually, OW cuts off regeneration and replenish life on the target if triggered.&lt;br /&gt;
&lt;br /&gt;
===Is there a PvP penalty for OW?===&lt;br /&gt;
As noted in the above formula, life loss in PvP is 1/4.&lt;br /&gt;
&lt;br /&gt;
===So what can I do against OW in PvP?===&lt;br /&gt;
The duration of the state &amp;quot;openwounded&amp;quot; is subject to curse length reduction. So an Assassin's Fade and a Paladin's Cleansing can reduce the duration of OW.&lt;br /&gt;
&lt;br /&gt;
===Will every target suffer from OW?===&lt;br /&gt;
Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3395</id>
		<title>Open Wounds</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3395"/>
				<updated>2008-02-06T13:47:08Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: /* Is there a PvP penalty for OW? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
Open Wounds is a weapon mod which leads to a constant loss of life on the target hit over 8 seconds (200 frames). It's not actual damage the target receives, but a negative life regeneration, which is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; set off against target's life regeneration (for monsters) or replenish life (for players). Instead, these boni are immediately cut off once Open Wounds steps in. Unlike Prevent Monster Heal the Open Wounds mod will also work on mercenaries.&lt;br /&gt;
&lt;br /&gt;
Common abbreviation for Open Wounds is &amp;quot;OW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Formula=&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Clvl=1-15: ((9*Clvl+31)/256)) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=16-30: ((18*Clvl-104)/256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=31-45: ((27*Clvl-374)/256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=46-60: ((36*Clvl-779)/256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=61-99: ((45*Clvl-1319)/256) * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&lt;br /&gt;
A level 85 character attacking a normal monster:&lt;br /&gt;
&lt;br /&gt;
life loss per frame=&amp;lt;br&amp;gt;&lt;br /&gt;
=((45*85-1319)/256) * 1=&amp;lt;br&amp;gt;&lt;br /&gt;
=(3825-1319)/256=&amp;lt;br&amp;gt;&lt;br /&gt;
=9.7890625&lt;br /&gt;
&lt;br /&gt;
For life loss per second, multiply life loss per frame by 25:&lt;br /&gt;
&lt;br /&gt;
9.7890625*25=&amp;lt;br&amp;gt;&lt;br /&gt;
=244.7265625&lt;br /&gt;
&lt;br /&gt;
=FAQ=&lt;br /&gt;
===Which skills carry OW and which don't?===&lt;br /&gt;
In General, every weapon attack carries OW - i.e. skills like Whirlwind, Zeal, Assassin's charge-up attacks and so on will deliver OW.&lt;br /&gt;
&lt;br /&gt;
'''Skills, that carry OW:'''&lt;br /&gt;
*Blade Fury&lt;br /&gt;
*Kicks in general&lt;br /&gt;
*Multishot (only the two middle arrows)&lt;br /&gt;
*Smite&lt;br /&gt;
&lt;br /&gt;
'''Skills, that &amp;lt;u&amp;gt;don't&amp;lt;/u&amp;gt; carry OW:'''&lt;br /&gt;
*Blade Sentinel&lt;br /&gt;
*Blade Shield&lt;br /&gt;
*Multishot (all arrows except for the two middle ones)&lt;br /&gt;
&lt;br /&gt;
===Is there a cap on OW?===&lt;br /&gt;
No, there is no cap for OW. Thus the maximum is 100%. Rumours about OW (and other mods like Crushing Blow and Deadly Strike) being capped at 95% derive from the fact that the highest achievable Chance to Hit is 95%, meaning that you only can deliver OW on 95% of your strikes. Every time you hit though OW will trigger.&lt;br /&gt;
&lt;br /&gt;
===Does OW work on my mercenary?===&lt;br /&gt;
Yes. Unlike Prevent Monster Heal, your mercenary can trigger OW on a target.&lt;br /&gt;
&lt;br /&gt;
===Can a target be subject to different OW causes at once?===&lt;br /&gt;
No, it can't. If OW is triggered on a target already under the influence of OW, the timer will simply be reset to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
===Does OW from another player/hireling override the 1st OW?===&lt;br /&gt;
No. If another player or hireling hits a target that is under the influence of OW, the timer is reset to 8 seconds, but the life loss will still be that one calculated for the first player/hireling that hit it. That means, when your mercenary triggers OW on a monster which you already hit and triggered OW before, the timer will be reset to 8 seconds, but the monster will still receive the same damage it received from you triggering OW.&lt;br /&gt;
&lt;br /&gt;
===Can OW be countered by replenish life or absorb?===&lt;br /&gt;
No, it can't. Actually, OW cuts off regeneration and replenish life on the target if triggered.&lt;br /&gt;
&lt;br /&gt;
===Is there a PvP penalty for OW?===&lt;br /&gt;
As noted in the above formula, life loss in PvP is 1/4.&lt;br /&gt;
&lt;br /&gt;
===So what can I do against OW in PvP?===&lt;br /&gt;
The duration of the state &amp;quot;openwounded&amp;quot; is subject to curse length reduction. So an Assassin's Fade and a Paladin's Cleansing can reduce the duration of OW.&lt;br /&gt;
&lt;br /&gt;
===Will every target suffer from OW?===&lt;br /&gt;
Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3394</id>
		<title>Open Wounds</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3394"/>
				<updated>2008-02-06T13:43:35Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: /* Does OW from another player/hireling override the 1st OW? */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
Open Wounds is a weapon mod which leads to a constant loss of life on the target hit over 8 seconds (200 frames). It's not actual damage the target receives, but a negative life regeneration, which is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; set off against target's life regeneration (for monsters) or replenish life (for players). Instead, these boni are immediately cut off once Open Wounds steps in. Unlike Prevent Monster Heal the Open Wounds mod will also work on mercenaries.&lt;br /&gt;
&lt;br /&gt;
Common abbreviation for Open Wounds is &amp;quot;OW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Formula=&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Clvl=1-15: ((9*Clvl+31)/256)) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=16-30: ((18*Clvl-104)/256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=31-45: ((27*Clvl-374)/256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=46-60: ((36*Clvl-779)/256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=61-99: ((45*Clvl-1319)/256) * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&lt;br /&gt;
A level 85 character attacking a normal monster:&lt;br /&gt;
&lt;br /&gt;
life loss per frame=&amp;lt;br&amp;gt;&lt;br /&gt;
=((45*85-1319)/256) * 1=&amp;lt;br&amp;gt;&lt;br /&gt;
=(3825-1319)/256=&amp;lt;br&amp;gt;&lt;br /&gt;
=9.7890625&lt;br /&gt;
&lt;br /&gt;
For life loss per second, multiply life loss per frame by 25:&lt;br /&gt;
&lt;br /&gt;
9.7890625*25=&amp;lt;br&amp;gt;&lt;br /&gt;
=244.7265625&lt;br /&gt;
&lt;br /&gt;
=FAQ=&lt;br /&gt;
===Which skills carry OW and which don't?===&lt;br /&gt;
In General, every weapon attack carries OW - i.e. skills like Whirlwind, Zeal, Assassin's charge-up attacks and so on will deliver OW.&lt;br /&gt;
&lt;br /&gt;
'''Skills, that carry OW:'''&lt;br /&gt;
*Blade Fury&lt;br /&gt;
*Kicks in general&lt;br /&gt;
*Multishot (only the two middle arrows)&lt;br /&gt;
*Smite&lt;br /&gt;
&lt;br /&gt;
'''Skills, that &amp;lt;u&amp;gt;don't&amp;lt;/u&amp;gt; carry OW:'''&lt;br /&gt;
*Blade Sentinel&lt;br /&gt;
*Blade Shield&lt;br /&gt;
*Multishot (all arrows except for the two middle ones)&lt;br /&gt;
&lt;br /&gt;
===Is there a cap on OW?===&lt;br /&gt;
No, there is no cap for OW. Thus the maximum is 100%. Rumours about OW (and other mods like Crushing Blow and Deadly Strike) being capped at 95% derive from the fact that the highest achievable Chance to Hit is 95%, meaning that you only can deliver OW on 95% of your strikes. Every time you hit though OW will trigger.&lt;br /&gt;
&lt;br /&gt;
===Does OW work on my mercenary?===&lt;br /&gt;
Yes. Unlike Prevent Monster Heal, your mercenary can trigger OW on a target.&lt;br /&gt;
&lt;br /&gt;
===Can a target be subject to different OW causes at once?===&lt;br /&gt;
No, it can't. If OW is triggered on a target already under the influence of OW, the timer will simply be reset to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
===Does OW from another player/hireling override the 1st OW?===&lt;br /&gt;
No. If another player or hireling hits a target that is under the influence of OW, the timer is reset to 8 seconds, but the life loss will still be that one calculated for the first player/hireling that hit it. That means, when your mercenary triggers OW on a monster which you already hit and triggered OW before, the timer will be reset to 8 seconds, but the monster will still receive the same damage it received from you triggering OW.&lt;br /&gt;
&lt;br /&gt;
===Can OW be countered by replenish life or absorb?===&lt;br /&gt;
No, it can't. Actually, OW cuts off regeneration and replenish life on the target if triggered.&lt;br /&gt;
&lt;br /&gt;
===Is there a PvP penalty for OW?===&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
===So what can I do against OW in PvP?===&lt;br /&gt;
The duration of the state &amp;quot;openwounded&amp;quot; is subject to curse length reduction. So an Assassin's Fade and a Paladin's Cleansing can reduce the duration of OW.&lt;br /&gt;
&lt;br /&gt;
===Will every target suffer from OW?===&lt;br /&gt;
Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3393</id>
		<title>Open Wounds</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3393"/>
				<updated>2008-02-06T13:42:16Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
Open Wounds is a weapon mod which leads to a constant loss of life on the target hit over 8 seconds (200 frames). It's not actual damage the target receives, but a negative life regeneration, which is &amp;lt;u&amp;gt;not&amp;lt;/u&amp;gt; set off against target's life regeneration (for monsters) or replenish life (for players). Instead, these boni are immediately cut off once Open Wounds steps in. Unlike Prevent Monster Heal the Open Wounds mod will also work on mercenaries.&lt;br /&gt;
&lt;br /&gt;
Common abbreviation for Open Wounds is &amp;quot;OW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Formula=&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Clvl=1-15: ((9*Clvl+31)/256)) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=16-30: ((18*Clvl-104)/256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=31-45: ((27*Clvl-374)/256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=46-60: ((36*Clvl-779)/256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=61-99: ((45*Clvl-1319)/256) * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&lt;br /&gt;
A level 85 character attacking a normal monster:&lt;br /&gt;
&lt;br /&gt;
life loss per frame=&amp;lt;br&amp;gt;&lt;br /&gt;
=((45*85-1319)/256) * 1=&amp;lt;br&amp;gt;&lt;br /&gt;
=(3825-1319)/256=&amp;lt;br&amp;gt;&lt;br /&gt;
=9.7890625&lt;br /&gt;
&lt;br /&gt;
For life loss per second, multiply life loss per frame by 25:&lt;br /&gt;
&lt;br /&gt;
9.7890625*25=&amp;lt;br&amp;gt;&lt;br /&gt;
=244.7265625&lt;br /&gt;
&lt;br /&gt;
=FAQ=&lt;br /&gt;
===Which skills carry OW and which don't?===&lt;br /&gt;
In General, every weapon attack carries OW - i.e. skills like Whirlwind, Zeal, Assassin's charge-up attacks and so on will deliver OW.&lt;br /&gt;
&lt;br /&gt;
'''Skills, that carry OW:'''&lt;br /&gt;
*Blade Fury&lt;br /&gt;
*Kicks in general&lt;br /&gt;
*Multishot (only the two middle arrows)&lt;br /&gt;
*Smite&lt;br /&gt;
&lt;br /&gt;
'''Skills, that &amp;lt;u&amp;gt;don't&amp;lt;/u&amp;gt; carry OW:'''&lt;br /&gt;
*Blade Sentinel&lt;br /&gt;
*Blade Shield&lt;br /&gt;
*Multishot (all arrows except for the two middle ones)&lt;br /&gt;
&lt;br /&gt;
===Is there a cap on OW?===&lt;br /&gt;
No, there is no cap for OW. Thus the maximum is 100%. Rumours about OW (and other mods like Crushing Blow and Deadly Strike) being capped at 95% derive from the fact that the highest achievable Chance to Hit is 95%, meaning that you only can deliver OW on 95% of your strikes. Every time you hit though OW will trigger.&lt;br /&gt;
&lt;br /&gt;
===Does OW work on my mercenary?===&lt;br /&gt;
Yes. Unlike Prevent Monster Heal, your mercenary can trigger OW on a target.&lt;br /&gt;
&lt;br /&gt;
===Can a target be subject to different OW causes at once?===&lt;br /&gt;
No, it can't. If OW is triggered on a target already under the influence of OW, the timer will simply be reset to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
===Does OW from another player/hireling override the 1st OW?===&lt;br /&gt;
No. If another player or hireling hits a target, that is under the influence of OW, the timer is reset to 8 seconds, but the life loss will still be that one calculated for the first player/hireling that hit it. That means, when your mercenary triggers OW on a monster which you already hit and triggered OW before, the timer will be reset to 8 seconds, but the monster will still receive the same damage it received from you triggering OW.&lt;br /&gt;
&lt;br /&gt;
===Can OW be countered by replenish life or absorb?===&lt;br /&gt;
No, it can't. Actually, OW cuts off regeneration and replenish life on the target if triggered.&lt;br /&gt;
&lt;br /&gt;
===Is there a PvP penalty for OW?===&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
===So what can I do against OW in PvP?===&lt;br /&gt;
The duration of the state &amp;quot;openwounded&amp;quot; is subject to curse length reduction. So an Assassin's Fade and a Paladin's Cleansing can reduce the duration of OW.&lt;br /&gt;
&lt;br /&gt;
===Will every target suffer from OW?===&lt;br /&gt;
Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3392</id>
		<title>Open Wounds</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Open_Wounds&amp;diff=3392"/>
				<updated>2008-02-06T13:41:05Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
Open Wounds is a weapon mod which leads to a constant loss of life on the target hit over 8 seconds (200 frames). It's not actual damage the target receives, but a negative life regeneration, which is [u]not[/u] set off against target's life regeneration (for monsters) or replenish life (for players). Instead, these boni are immediately cut off once Open Wounds steps in. Unlike Prevent Monster Heal the Open Wounds mod will also work on mercenaries.&lt;br /&gt;
&lt;br /&gt;
Common abbreviation for Open Wounds is &amp;quot;OW&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
=Formula=&lt;br /&gt;
&lt;br /&gt;
'''Life loss per frame:'''&lt;br /&gt;
&lt;br /&gt;
Clvl=1-15: ((9*Clvl+31)/256)) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=16-30: ((18*Clvl-104)/256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=31-45: ((27*Clvl-374)/256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=46-60: ((36*Clvl-779)/256) * Modifier&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl=61-99: ((45*Clvl-1319)/256) * Modifier&lt;br /&gt;
&lt;br /&gt;
where '''Modifier''' differs for attack type and target:&lt;br /&gt;
&lt;br /&gt;
0.25 for attacker using a Melee Attack on a Player&amp;lt;br&amp;gt;&lt;br /&gt;
0.125 for attacker using Ranged Attack on a Player&amp;lt;br&amp;gt;&lt;br /&gt;
0.5 for attacker using Ranged or Melee on a Boss Monster&amp;lt;br&amp;gt;&lt;br /&gt;
1 for attacker using Ranged or Melee on any other target&lt;br /&gt;
&lt;br /&gt;
=Example=&lt;br /&gt;
&lt;br /&gt;
A level 85 character attacking a normal monster:&lt;br /&gt;
&lt;br /&gt;
life loss per frame=&amp;lt;br&amp;gt;&lt;br /&gt;
=((45*85-1319)/256) * 1=&amp;lt;br&amp;gt;&lt;br /&gt;
=(3825-1319)/256=&amp;lt;br&amp;gt;&lt;br /&gt;
=9.7890625&lt;br /&gt;
&lt;br /&gt;
For life loss per second, multiply life loss per frame by 25:&lt;br /&gt;
&lt;br /&gt;
9.7890625*25=&amp;lt;br&amp;gt;&lt;br /&gt;
=244.7265625&lt;br /&gt;
&lt;br /&gt;
=FAQ=&lt;br /&gt;
===Which skills carry OW and which don't?===&lt;br /&gt;
In General, every weapon attack carries OW - i.e. skills like Whirlwind, Zeal, Assassin's charge-up attacks and so on will deliver OW.&lt;br /&gt;
&lt;br /&gt;
'''Skills, that carry OW:'''&lt;br /&gt;
*Blade Fury&lt;br /&gt;
*Kicks in general&lt;br /&gt;
*Multishot (only the two middle arrows)&lt;br /&gt;
*Smite&lt;br /&gt;
&lt;br /&gt;
'''Skills, that [u]don't[/u] carry OW:'''&lt;br /&gt;
*Blade Sentinel&lt;br /&gt;
*Blade Shield&lt;br /&gt;
*Multishot (all arrows except for the two middle ones)&lt;br /&gt;
&lt;br /&gt;
===Is there a cap on OW?===&lt;br /&gt;
No, there is no cap for OW. Thus the maximum is 100%. Rumours about OW (and other mods like Crushing Blow and Deadly Strike) being capped at 95% derive from the fact that the highest achievable Chance to Hit is 95%, meaning that you only can deliver OW on 95% of your strikes. Every time you hit though OW will trigger.&lt;br /&gt;
&lt;br /&gt;
===Does OW work on my mercenary?===&lt;br /&gt;
Yes. Unlike Prevent Monster Heal, your mercenary can trigger OW on a target.&lt;br /&gt;
&lt;br /&gt;
===Can a target be subject to different OW causes at once?===&lt;br /&gt;
No, it can't. If OW is triggered on a target already under the influence of OW, the timer will simply be reset to 8 seconds.&lt;br /&gt;
&lt;br /&gt;
===Does OW from another player/hireling override the 1st OW?===&lt;br /&gt;
No. If another player or hireling hits a target, that is under the influence of OW, the timer is reset to 8 seconds, but the life loss will still be that one calculated for the first player/hireling that hit it. That means, when your mercenary triggers OW on a monster which you already hit and triggered OW before, the timer will be reset to 8 seconds, but the monster will still receive the same damage it received from you triggering OW.&lt;br /&gt;
&lt;br /&gt;
===Can OW be countered by replenish life or absorb?===&lt;br /&gt;
No, it can't. Actually, OW cuts off regeneration and replenish life on the target if triggered.&lt;br /&gt;
&lt;br /&gt;
===Is there a PvP penalty for OW?===&lt;br /&gt;
No.&lt;br /&gt;
&lt;br /&gt;
===So what can I do against OW in PvP?===&lt;br /&gt;
The duration of the state &amp;quot;openwounded&amp;quot; is subject to curse length reduction. So an Assassin's Fade and a Paladin's Cleansing can reduce the duration of OW.&lt;br /&gt;
&lt;br /&gt;
===Will every target suffer from OW?===&lt;br /&gt;
Kind of. The only time OW doesn't work is when a non-player target is in full health - meaning it'll only work on non-player targets if it is already in regeneration. In PvP however, hostile players will always suffer OW damage, regardless of their actual Hit Points.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3388</id>
		<title>Player Settings</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3388"/>
				<updated>2008-02-06T12:28:33Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: added 1.10 beta patch&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The player setting gives account of how many players are present in one game. It has impact on monsters' hit points, experience gained and drops. The default player setting is 1. However, with every player joining a multiplayer game the player setting is increased by one up till a maximum of 8 (i.e. the maximum number of players in one game). In Single Player mode, open battle.net and non battle.net Multiplayer mode the player setting can be changed by the [[#PlayersX|Players X Command]].&lt;br /&gt;
&lt;br /&gt;
Common abbreveations are &amp;quot;pX&amp;quot; or &amp;quot;/pX&amp;quot;, e.g. &amp;quot;I cleared the whole Throne Room on p8&amp;quot;, meaning that all of Baal's minion waves were defeated on a player setting of 8 players.&lt;br /&gt;
&lt;br /&gt;
=Influence on game mechanics=&lt;br /&gt;
In general one could say: the higher the player setting, the higher the monsters' hit points, the amount of experience gained and the frequency/amount of drops. Basically that means:&lt;br /&gt;
*You'll level faster&lt;br /&gt;
*You'll need more time for killing monsters&lt;br /&gt;
*You'll find more items&lt;br /&gt;
'''Note:''' The player setting does &amp;lt;u&amp;gt;'''not'''&amp;lt;/u&amp;gt; influence the quality of the dropped items! There's an entirely different algorithm for that.&lt;br /&gt;
&lt;br /&gt;
To make things a bit more difficult: there is a distinction between near players in a party with you and unpartied players. That will be of importance for some game aspects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monsters' Hit Points===&lt;br /&gt;
Each monster's Hit Points are multiplied by the number of players in the game according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Hit Points = X * n'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09: '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Hit Points = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base Hit Points&lt;br /&gt;
n = # of players in game&lt;br /&gt;
&lt;br /&gt;
Assorted in a table it looks like this:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!HP 1.08&lt;br /&gt;
!HP 1.09&lt;br /&gt;
!HP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|200%&lt;br /&gt;
|200%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|300%&lt;br /&gt;
|300%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|400%&lt;br /&gt;
|400%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|500%&lt;br /&gt;
|450%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|600%&lt;br /&gt;
|520%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|700%&lt;br /&gt;
|570%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|800%&lt;br /&gt;
|620%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|700%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|1200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|2200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|3400%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(HPs increase by 50% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
With increasing player settings the amount of Experience gained also increases according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Experience = X * (2n + 1) / 3'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09 (any): '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Experience = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base experience&lt;br /&gt;
n = # of players in the game&lt;br /&gt;
&lt;br /&gt;
So it's basically the same numbers as for the Hit Points calculations.&lt;br /&gt;
&lt;br /&gt;
Here's the table:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!XP 1.08&lt;br /&gt;
!XP 1.09&lt;br /&gt;
!XP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|167%&lt;br /&gt;
|175%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|233%&lt;br /&gt;
|250%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|300%&lt;br /&gt;
|325%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|367%&lt;br /&gt;
|375%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|433%&lt;br /&gt;
|400%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|500%&lt;br /&gt;
|425%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|567%&lt;br /&gt;
|450%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|455%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|505%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|605%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|725%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(XP increases by 5% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
As already stated, the player setting will not affect the item quality, but will affect the amount of items dropped.&lt;br /&gt;
&lt;br /&gt;
So how does the player setting affect monster drops? First, we'll have to introduce a term called &amp;quot;nodrop&amp;quot;. Every monster has a certain chance for this &amp;quot;nodrop&amp;quot;, that is the chance to drop nothing at all. The greater this number, the greater the chance to drop nothing. This value is cut down with increasing player settings according to the following formula '''''in V1.11''''' (for basics on item generation, nodrop an so on see the [http://forums.diabloii.net/showthread.php?t=392254 Item Generation Tutorial for Patch 1.11] on the DII Strategy Forum from Warrior of Light):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NewNoDrop=int( ProbSum/(1/((NoDrop/(NoDrop+ProbSum))^N)-1) )''',&amp;lt;br&amp;gt;&lt;br /&gt;
where N=int(1+AdditionalPlayers/2+ClosePartiedPlayers/2),&amp;lt;br&amp;gt;&lt;br /&gt;
AdditionalPlayers — the number of all additional players in the game, where the monster is killed,&amp;lt;br&amp;gt;&lt;br /&gt;
ClosePartiedPlayers — the number of players in your party near you (not far than two screens away),&amp;lt;br&amp;gt;&lt;br /&gt;
ProbSum=Prob1+Prob2+Prob3+...+Prob10,&amp;lt;br&amp;gt;&lt;br /&gt;
int — operation of truncating fractional part of a number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This looks pretty complicated, so for the sake of comprehensibility let's just say:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''For normal monsters:''' The more players, the more drops.&lt;br /&gt;
*'''For Super Uniques''' (like Pindleskin), '''Uniques and Champions''': player setting is irrelevant.&lt;br /&gt;
**Super Uniques will always drop two items.&lt;br /&gt;
**Uniques will always drop one item.&lt;br /&gt;
**Champions will always drop one item.&lt;br /&gt;
*'''Bosses''': &amp;quot;nodrop&amp;quot; will be reduced to zero for 5 unpartied players or 3 near players in the same party. In Single Player the difference between the drops for 3 player setting and 5 player setting is only marginal though.&lt;br /&gt;
&lt;br /&gt;
Note: The formula implies, that for unpartied players (and simulated players via the Players X Command) only every second additional players has impact on drop rates. So the steps for more drops are '''players 3''', '''players 5''' and '''players 7'''.&amp;lt;br&amp;gt;&lt;br /&gt;
In other words: players 8 and players 7 have the same drop rates, players 6 and 5, players 4 and 3, and players 2 and 1.&lt;br /&gt;
Note that the amount of Experience gained and monsters' Hit Points are nonetheless different for each player setting (as stated above).&lt;br /&gt;
&lt;br /&gt;
===Skills and Abilities===&lt;br /&gt;
A frequent question when it comes to player setting is, which skills and weapon abilties that correlate with a target's Hit Points scale with the player setting. For example, the Necromancer's Corpse Explosion deals damage depending on the corpse's HPs (between 60% and 100%). Does the skill take the base HPs or the modified (higher) HPs on higher player settings? Unfortunately the answer is: Depends on what version you are using. Here's a list of skills and abilities, that correlate with a target's HPs.&lt;br /&gt;
&lt;br /&gt;
''The list is not complete yet. Feel free to add any information you have about scaling.''&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Skill/Ability&lt;br /&gt;
!colspan=&amp;quot;12&amp;quot;|scales in&lt;br /&gt;
|-&lt;br /&gt;
!1.10b+&lt;br /&gt;
!1.10a&lt;br /&gt;
!1.09&lt;br /&gt;
!1.08&lt;br /&gt;
!1.07&lt;br /&gt;
!1.06&lt;br /&gt;
!1.05&lt;br /&gt;
!1.04&lt;br /&gt;
!1.03&lt;br /&gt;
!1.02&lt;br /&gt;
!1.01&lt;br /&gt;
!1.00&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Static Field&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Corpse Explosion&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Death Sentry&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Crushing Blow&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Summoned minions (HPs)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;PlayersX&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
&lt;br /&gt;
=The Players X Command=&lt;br /&gt;
From version 1.09 onward, the player setting can be changed arbitrarily in Single Player mode, open battle.net and non battle.net Mulitplayer mode. In order to do so, one has to enter a certain command while in game. This is done by hitting &amp;quot;Enter&amp;quot;, typing the players X command, and confirming by hitting &amp;quot;Enter&amp;quot; again (yes, it's the normal shoutbox usage). The command differs slightly for the different versions of Diablo II.&lt;br /&gt;
&lt;br /&gt;
In genereal the Players X command simulates an amout of players in the game equal X, although less players are actually in game. X cannot be lower than the actual number of players in game. For example, if you're playing with 2 friends a multiplayer game via TCP/IP, you can only choose a number equal or greater than 3. All other commands will be ignored.&lt;br /&gt;
&lt;br /&gt;
'''The Players X Command only simulates unpartied players.''' (Important for drop mechanics as explained above)&lt;br /&gt;
&lt;br /&gt;
Note that the Players X command doesn't affect monsters that have already spawned by the time you type the command. I'm not entirely sure about the radius in which monsters spawn around you, but according to jiansonz's testings it's somewhat smaller than the distance from the stairs in Durance level 3 to Mephisto's spawning point (meaning that one could still tune down the player setting shortly after entering Durance 3 and thus have the Council spawn on a different player setting than Mephisto himself). To make sure every monster is affected, typing the command while still in town is recommended.&lt;br /&gt;
&lt;br /&gt;
Players X does however affect all clickable items (i.e. logs, chests, urns etc.) immediately. In theory one could clear the whole area on p1, then set the player settings to 8 for maximised drops (i.e. minimised NoDrop) and pop all chests, urns etc. only then. This is in no way illegal, but considered cheesy by most players in the SPF. Ususall this (ab)use of the Players X command is prohibited in SPF tournaments.&lt;br /&gt;
&lt;br /&gt;
In V1.09, when hit points of your summoned minions (e.g. Golems, Valkyrie) scaled with the player setting, it was useful to change the player setting to maximum before casting the minion and then immediately switch back to a lower player setting, which is also considered as cheesy.&amp;lt;br&amp;gt;In V1.10 minions' hit points no longer scale up with the player setting.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.00 to 1.08===&lt;br /&gt;
No players X command available.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09a/b===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 64. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09c/d===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 8. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.10 and 1.11===&lt;br /&gt;
The command is '''''/players X''''' or '''''/playersX''''', where X can be any number between 1 and 8. You will get the confirmation ''players set to X'' on your screen.&amp;lt;br&amp;gt;&lt;br /&gt;
This command is available in all versions of 1.10 and 1.11.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3378</id>
		<title>Player Settings</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3378"/>
				<updated>2008-02-06T02:05:41Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The player setting gives account of how many players are present in one game. It has impact on monsters' hit points, experience gained and drops. The default player setting is 1. However, with every player joining a multiplayer game the player setting is increased by one up till a maximum of 8 (i.e. the maximum number of players in one game). In Single Player mode, open battle.net and non battle.net Multiplayer mode the player setting can be changed by the [[#PlayersX|Players X Command]].&lt;br /&gt;
&lt;br /&gt;
Common abbreveations are &amp;quot;pX&amp;quot; or &amp;quot;/pX&amp;quot;, e.g. &amp;quot;I cleared the whole Throne Room on p8&amp;quot;, meaning that all of Baal's minion waves were defeated on a player setting of 8 players.&lt;br /&gt;
&lt;br /&gt;
=Influence on game mechanics=&lt;br /&gt;
In general one could say: the higher the player setting, the higher the monsters' hit points, the amount of experience gained and the frequency/amount of drops. Basically that means:&lt;br /&gt;
*You'll level faster&lt;br /&gt;
*You'll need more time for killing monsters&lt;br /&gt;
*You'll find more items&lt;br /&gt;
'''Note:''' The player setting does &amp;lt;u&amp;gt;'''not'''&amp;lt;/u&amp;gt; influence the quality of the dropped items! There's an entirely different algorithm for that.&lt;br /&gt;
&lt;br /&gt;
To make things a bit more difficult: there is a distinction between near players in a party with you and unpartied players. That will be of importance for some game aspects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monsters' Hit Points===&lt;br /&gt;
Each monster's Hit Points are multiplied by the number of players in the game according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Hit Points = X * n'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09: '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Hit Points = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base Hit Points&lt;br /&gt;
n = # of players in game&lt;br /&gt;
&lt;br /&gt;
Assorted in a table it looks like this:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!HP 1.08&lt;br /&gt;
!HP 1.09&lt;br /&gt;
!HP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|200%&lt;br /&gt;
|200%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|300%&lt;br /&gt;
|300%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|400%&lt;br /&gt;
|400%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|500%&lt;br /&gt;
|450%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|600%&lt;br /&gt;
|520%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|700%&lt;br /&gt;
|570%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|800%&lt;br /&gt;
|620%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|700%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|1200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|2200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|3400%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(HPs increase by 50% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
With increasing player settings the amount of Experience gained also increases according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Experience = X * (2n + 1) / 3'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09 (any): '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Experience = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base experience&lt;br /&gt;
n = # of players in the game&lt;br /&gt;
&lt;br /&gt;
So it's basically the same numbers as for the Hit Points calculations.&lt;br /&gt;
&lt;br /&gt;
Here's the table:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!XP 1.08&lt;br /&gt;
!XP 1.09&lt;br /&gt;
!XP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|167%&lt;br /&gt;
|175%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|233%&lt;br /&gt;
|250%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|300%&lt;br /&gt;
|325%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|367%&lt;br /&gt;
|375%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|433%&lt;br /&gt;
|400%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|500%&lt;br /&gt;
|425%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|567%&lt;br /&gt;
|450%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|455%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|505%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|605%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|725%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(XP increases by 5% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
As already stated, the player setting will not affect the item quality, but will affect the amount of items dropped.&lt;br /&gt;
&lt;br /&gt;
So how does the player setting affect monster drops? First, we'll have to introduce a term called &amp;quot;nodrop&amp;quot;. Every monster has a certain chance for this &amp;quot;nodrop&amp;quot;, that is the chance to drop nothing at all. The greater this number, the greater the chance to drop nothing. This value is cut down with increasing player settings according to the following formula '''''in V1.11''''' (for basics on item generation, nodrop an so on see the [http://forums.diabloii.net/showthread.php?t=392254 Item Generation Tutorial for Patch 1.11] on the DII Strategy Forum from Warrior of Light):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NewNoDrop=int( ProbSum/(1/((NoDrop/(NoDrop+ProbSum))^N)-1) )''',&amp;lt;br&amp;gt;&lt;br /&gt;
where N=int(1+AdditionalPlayers/2+ClosePartiedPlayers/2),&amp;lt;br&amp;gt;&lt;br /&gt;
AdditionalPlayers — the number of all additional players in the game, where the monster is killed,&amp;lt;br&amp;gt;&lt;br /&gt;
ClosePartiedPlayers — the number of players in your party near you (not far than two screens away),&amp;lt;br&amp;gt;&lt;br /&gt;
ProbSum=Prob1+Prob2+Prob3+...+Prob10,&amp;lt;br&amp;gt;&lt;br /&gt;
int — operation of truncating fractional part of a number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This looks pretty complicated, so for the sake of comprehensibility let's just say:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''For normal monsters:''' The more players, the more drops.&lt;br /&gt;
*'''For Super Uniques''' (like Pindleskin), '''Uniques and Champions''': player setting is irrelevant.&lt;br /&gt;
**Super Uniques will always drop two items.&lt;br /&gt;
**Uniques will always drop one item.&lt;br /&gt;
**Champions will always drop one item.&lt;br /&gt;
*'''Bosses''': &amp;quot;nodrop&amp;quot; will be reduced to zero for 5 unpartied players or 3 near players in the same party. In Single Player the difference between the drops for 3 player setting and 5 player setting is only marginal though.&lt;br /&gt;
&lt;br /&gt;
Note: The formula implies, that for unpartied players (and simulated players via the Players X Command) only every second additional players has impact on drop rates. So the steps for more drops are '''players 3''', '''players 5''' and '''players 7'''.&amp;lt;br&amp;gt;&lt;br /&gt;
In other words: players 8 and players 7 have the same drop rates, players 6 and 5, players 4 and 3, and players 2 and 1.&lt;br /&gt;
Note that the amount of Experience gained and monsters' Hit Points are nonetheless different for each player setting (as stated above).&lt;br /&gt;
&lt;br /&gt;
===Skills and Abilities===&lt;br /&gt;
A frequent question when it comes to player setting is, which skills and weapon abilties that correlate with a target's Hit Points scale with the player setting. For example, the Necromancer's Corpse Explosion deals damage depending on the corpse's HPs (between 60% and 100%). Does the skill take the base HPs or the modified (higher) HPs on higher player settings? Unfortunately the answer is: Depends on what version you are using. Here's a list of skills and abilities, that correlate with a target's HPs.&lt;br /&gt;
&lt;br /&gt;
''The list is not complete yet. Feel free to add any information you have about scaling.''&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Skill/Ability&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|scales in&lt;br /&gt;
|-&lt;br /&gt;
!1.10+&lt;br /&gt;
!1.09&lt;br /&gt;
!1.08&lt;br /&gt;
!1.07&lt;br /&gt;
!1.06&lt;br /&gt;
!1.05&lt;br /&gt;
!1.04&lt;br /&gt;
!1.03&lt;br /&gt;
!1.02&lt;br /&gt;
!1.01&lt;br /&gt;
!1.00&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Static Field&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Corpse Explosion&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Death Sentry&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Crushing Blow&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Summoned minions (HPs)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;PlayersX&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=The Players X Command=&lt;br /&gt;
From version 1.09 onward, the player setting can be changed arbitrarily in Single Player mode, open battle.net and non battle.net Mulitplayer mode. In order to do so, one has to enter a certain command while in game. This is done by hitting &amp;quot;Enter&amp;quot;, typing the players X command, and confirming by hitting &amp;quot;Enter&amp;quot; again (yes, it's the normal shoutbox usage). The command differs slightly for the different versions of Diablo II.&lt;br /&gt;
&lt;br /&gt;
In genereal the Players X command simulates an amout of players in the game equal X, although less players are actually in game. X cannot be lower than the actual number of players in game. For example, if you're playing with 2 friends a multiplayer game via TCP/IP, you can only choose a number equal or greater than 3. All other commands will be ignored.&lt;br /&gt;
&lt;br /&gt;
'''The Players X Command only simulates unpartied players.''' (Important for drop mechanics as explained above)&lt;br /&gt;
&lt;br /&gt;
Note that the Players X command doesn't affect monsters that have already spawned by the time you type the command. I'm not entirely sure about the radius in which monsters spawn around you, but according to jiansonz's testings it's somewhat smaller than the distance from the stairs in Durance level 3 to Mephisto's spawning point (meaning that one could still tune down the player setting shortly after entering Durance 3 and thus have the Council spawn on a different player setting than Mephisto himself). To make sure every monster is affected, typing the command while still in town is recommended.&lt;br /&gt;
&lt;br /&gt;
Players X does however affect all clickable items (i.e. logs, chests, urns etc.) immediately. In theory one could clear the whole area on p1, then set the player settings to 8 for maximised drops (i.e. minimised NoDrop) and pop all chests, urns etc. only then. This is in no way illegal, but considered cheesy by most players in the SPF. Ususall this (ab)use of the Players X command is prohibited in SPF tournaments.&lt;br /&gt;
&lt;br /&gt;
In V1.09, when hit points of your summoned minions (e.g. Golems, Valkyrie) scaled with the player setting, it was useful to change the player setting to maximum before casting the minion and then immediately switch back to a lower player setting, which is also considered as cheesy.&amp;lt;br&amp;gt;In V1.10 minions' hit points no longer scale up with the player setting.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.00 to 1.08===&lt;br /&gt;
No players X command available.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09a/b===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 64. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09c/d===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 8. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.10 and 1.11===&lt;br /&gt;
The command is '''''/players X''''' or '''''/playersX''''', where X can be any number between 1 and 8. You will get the confirmation ''players set to X'' on your screen.&amp;lt;br&amp;gt;&lt;br /&gt;
This command is available in all versions of 1.10 and 1.11.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3377</id>
		<title>Player Settings</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3377"/>
				<updated>2008-02-05T23:43:12Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The player setting gives account of how many players are present in one game. It has impact on monsters' hit points, experience gained and drops. The default player setting is 1. However, with every player joining a multiplayer game the player setting is increased by one up till a maximum of 8 (i.e. the maximum number of players in one game). In Single Player mode, open battle.net and non battle.net Multiplayer mode the player setting can be changed by the [[#PlayersX|Players X Command]].&lt;br /&gt;
&lt;br /&gt;
Common abbreveations are &amp;quot;pX&amp;quot; or &amp;quot;/pX&amp;quot;, e.g. &amp;quot;I cleared the whole Throne Room on p8&amp;quot;, meaning that all of Baal's minion waves were defeated on a player setting of 8 players.&lt;br /&gt;
&lt;br /&gt;
=Influence on game mechanics=&lt;br /&gt;
In general one could say: the higher the player setting, the higher the monsters' hit points, the amount of experience gained and the frequency/amount of drops. Basically that means:&lt;br /&gt;
*You'll level faster&lt;br /&gt;
*You'll need more time for killing monsters&lt;br /&gt;
*You'll find more items&lt;br /&gt;
'''Note:''' The player setting does &amp;lt;u&amp;gt;'''not'''&amp;lt;/u&amp;gt; influence the quality of the dropped items! There's an entirely different algorithm for that.&lt;br /&gt;
&lt;br /&gt;
To make things a bit more difficult: there is a distinction between near players in a party with you and unpartied players. That will be of importance for some game aspects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monsters' Hit Points===&lt;br /&gt;
Each monster's Hit Points are multiplied by the number of players in the game according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Hit Points = X * n'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09: '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Hit Points = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base Hit Points&lt;br /&gt;
n = # of players in game&lt;br /&gt;
&lt;br /&gt;
Assorted in a table it looks like this:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!HP 1.08&lt;br /&gt;
!HP 1.09&lt;br /&gt;
!HP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|200%&lt;br /&gt;
|200%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|300%&lt;br /&gt;
|300%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|400%&lt;br /&gt;
|400%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|500%&lt;br /&gt;
|450%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|600%&lt;br /&gt;
|520%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|700%&lt;br /&gt;
|570%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|800%&lt;br /&gt;
|620%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|700%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|1200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|2200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|3400%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(HPs increase by 50% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
With increasing player settings the amount of Experience gained also increases according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Experience = X * (2n + 1) / 3'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09 (any): '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Experience = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base experience&lt;br /&gt;
n = # of players in the game&lt;br /&gt;
&lt;br /&gt;
So it's basically the same numbers as for the Hit Points calculations.&lt;br /&gt;
&lt;br /&gt;
Here's the table:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!XP 1.08&lt;br /&gt;
!XP 1.09&lt;br /&gt;
!XP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|167%&lt;br /&gt;
|175%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|233%&lt;br /&gt;
|250%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|300%&lt;br /&gt;
|325%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|367%&lt;br /&gt;
|375%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|433%&lt;br /&gt;
|400%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|500%&lt;br /&gt;
|425%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|567%&lt;br /&gt;
|450%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|455%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|505%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|605%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|725%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(XP increases by 5% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
As already stated, the player setting will not affect the item quality, but will affect the amount of items dropped.&lt;br /&gt;
&lt;br /&gt;
So how does the player setting affect monster drops? First, we'll have to introduce a term called &amp;quot;nodrop&amp;quot;. Every monster has a certain chance for this &amp;quot;nodrop&amp;quot;, that is the chance to drop nothing at all. The greater this number, the greater the chance to drop nothing. This value is cut down with increasing player settings according to the following formula '''''in V1.11''''' (for basics on item generation, nodrop an so on see the [http://forums.diabloii.net/showthread.php?t=392254 Item Generation Tutorial for Patch 1.11] on the DII Strategy Forum from Warrior of Light):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NewNoDrop=int( ProbSum/(1/((NoDrop/(NoDrop+ProbSum))^N)-1) )''',&amp;lt;br&amp;gt;&lt;br /&gt;
where N=int(1+AdditionalPlayers/2+ClosePartiedPlayers/2),&amp;lt;br&amp;gt;&lt;br /&gt;
AdditionalPlayers — the number of all additional players in the game, where the monster is killed,&amp;lt;br&amp;gt;&lt;br /&gt;
ClosePartiedPlayers — the number of players in your party near you (not far than two screens away),&amp;lt;br&amp;gt;&lt;br /&gt;
ProbSum=Prob1+Prob2+Prob3+...+Prob10,&amp;lt;br&amp;gt;&lt;br /&gt;
int — operation of truncating fractional part of a number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This looks pretty complicated, so for the sake of comprehensibility let's just say:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''For normal monsters:''' The more players, the more drops.&lt;br /&gt;
*'''For Super Uniques''' (like Pindleskin), '''Uniques and Champions''': player setting is irrelevant.&lt;br /&gt;
**Super Uniques will always drop two items.&lt;br /&gt;
**Uniques will always drop one item.&lt;br /&gt;
**Champions will always drop one item.&lt;br /&gt;
*'''Bosses''': &amp;quot;nodrop&amp;quot; will be reduced to zero for 5 unpartied players or 3 near players in the same party. In Single Player the difference between the drops for 3 player setting and 5 player setting is only marginal though.&lt;br /&gt;
&lt;br /&gt;
Note: For unpartied players (and simulated players via the Players X Command) only every second additional players has impact on drop rates. So the steps for more drops are '''players 3''', '''players 5''' and '''players 7'''.&amp;lt;br&amp;gt;&lt;br /&gt;
In other words: players 8 and players 7 have the same drop rates, players 6 and 5, players 4 and 3, and players 2 and 1.&lt;br /&gt;
Note that the amount of Experience gained and monsters' Hit Points are nonetheless different for each player setting (as stated above).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Abilities===&lt;br /&gt;
A frequent question when it comes to player setting is, which skills and weapon abilties that correlate with a target's Hit Points scale with the player setting. For example, the Necromancer's Corpse Explosion deals damage depending on the corpse's HPs (between 60% and 100%). Does the skill take the base HPs or the modified (higher) HPs on higher player settings? Unfortunately the answer is: Depends on what version you are using. Here's a list of skills and abilities, that correlate with a target's HPs.&lt;br /&gt;
&lt;br /&gt;
''The list is not complete yet. Feel free to add any information you have about scaling.''&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Skill/Ability&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|scales in&lt;br /&gt;
|-&lt;br /&gt;
!1.10+&lt;br /&gt;
!1.09&lt;br /&gt;
!1.08&lt;br /&gt;
!1.07&lt;br /&gt;
!1.06&lt;br /&gt;
!1.05&lt;br /&gt;
!1.04&lt;br /&gt;
!1.03&lt;br /&gt;
!1.02&lt;br /&gt;
!1.01&lt;br /&gt;
!1.00&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Static Field&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Corpse Explosion&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Death Sentry&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Crushing Blow&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Summoned minions (HPs)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;PlayersX&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=The Players X Command=&lt;br /&gt;
From version 1.09 onward, the player setting can be changed arbitrarily in Single Player mode, open battle.net and non battle.net Mulitplayer mode. In order to do so, one has to enter a certain command while in game. This is done by hitting &amp;quot;Enter&amp;quot;, typing the players X command, and confirming by hitting &amp;quot;Enter&amp;quot; again (yes, it's the normal shoutbox usage). The command differs slightly for the different versions of Diablo II.&lt;br /&gt;
&lt;br /&gt;
In genereal the Players X command simulates an amout of players in the game equal X, although less players are actually in game. X cannot be lower than the actual number of players in game. For example, if you're playing with 2 friends a multiplayer game via TCP/IP, you can only choose a number equal or greater than 3. All other commands will be ignored.&lt;br /&gt;
&lt;br /&gt;
'''The Players X Command only simulates unpartied players.''' (Important for drop mechanics as explained above)&lt;br /&gt;
&lt;br /&gt;
Note that the Players X command doesn't affect monsters that have already spawned by the time you type the command. I'm not entirely sure about the radius in which monsters spawn around you, but according to jiansonz's testings it's somewhat smaller than the distance from the stairs in Durance level 3 to Mephisto's spawning point (meaning that one could still tune down the player setting shortly after entering Durance 3 and thus have the Council spawn on a different player setting than Mephisto himself). To make sure every monster is affected, typing the command while still in town is recommended.&lt;br /&gt;
&lt;br /&gt;
Players X does however affect all clickable items (i.e. logs, chests, urns etc.) immediately. In theory one could clear the whole area on p1, then set the player settings to 8 for maximised drops (i.e. minimised NoDrop) and pop all chests, urns etc. only then. This is in no way illegal, but considered cheesy by most players in the SPF. Ususall this (ab)use of the Players X command is prohibited in SPF tournaments.&lt;br /&gt;
&lt;br /&gt;
In V1.09, when hit points of your summoned minions (e.g. Golems, Valkyrie) scaled with the player setting, it was useful to change the player setting to maximum before casting the minion and then immediately switch back to a lower player setting, which is also considered as cheesy.&amp;lt;br&amp;gt;In V1.10 minions' hit points no longer scale up with the player setting.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.00 to 1.08===&lt;br /&gt;
No players X command available.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09a/b===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 64. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09c/d===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 8. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.10 and 1.11===&lt;br /&gt;
The command is '''''/players X''''' or '''''/playersX''''', where X can be any number between 1 and 8. You will get the confirmation ''players set to X'' on your screen.&amp;lt;br&amp;gt;&lt;br /&gt;
This command is available in all versions of 1.10 and 1.11.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3376</id>
		<title>Player Settings</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3376"/>
				<updated>2008-02-05T23:39:38Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The player setting gives account of how many players are present in one game. It has impact on monsters' hit points, experience gained and drops. The default player setting is 1. However, with every player joining a multiplayer game the player setting is increased by one up till a maximum of 8 (i.e. the maximum number of players in one game). In Single Player mode, open battle.net and non battle.net Multiplayer mode the player setting can be changed by the [[#PlayersX|Players X Command]].&lt;br /&gt;
&lt;br /&gt;
Common abbreveations are pX or /pX, e.g. &amp;quot;I cleared the whole Throne Room on p8&amp;quot;, meaning that all of Baal's minion waves were defeated on a player setting of 8 players.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Influence on game mechanics=&lt;br /&gt;
In general one could say: the higher the player setting, the higher the monsters' hit points, the amount of experience gained and the frequency/amount of drops. Basically that means:&lt;br /&gt;
*You'll level faster&lt;br /&gt;
*You'll need more time for killing monsters&lt;br /&gt;
*You'll find more items&lt;br /&gt;
'''Note:''' The player setting does &amp;lt;u&amp;gt;'''not'''&amp;lt;/u&amp;gt; influence the quality of the dropped items! There's an entirely different algorithm for that.&lt;br /&gt;
&lt;br /&gt;
To make things a bit more difficult: there is a distinction between near players in a party with you and unpartied players. That will be of importance for some game aspects.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Monsters' Hit Points===&lt;br /&gt;
Each monster's Hit Points are multiplied by the number of players in the game according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Hit Points = X * n'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09: '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Hit Points = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base Hit Points&lt;br /&gt;
n = # of players in game&lt;br /&gt;
&lt;br /&gt;
Assorted in a table it looks like this:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!HP 1.08&lt;br /&gt;
!HP 1.09&lt;br /&gt;
!HP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|200%&lt;br /&gt;
|200%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|300%&lt;br /&gt;
|300%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|400%&lt;br /&gt;
|400%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|500%&lt;br /&gt;
|450%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|600%&lt;br /&gt;
|520%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|700%&lt;br /&gt;
|570%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|800%&lt;br /&gt;
|620%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|700%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|1200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|2200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|3400%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(HPs increase by 50% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
With increasing player settings the amount of Experience gained also increases according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Experience = X * (2n + 1) / 3'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09 (any): '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Experience = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base experience&lt;br /&gt;
n = # of players in the game&lt;br /&gt;
&lt;br /&gt;
So it's basically the same numbers as for the Hit Points calculations.&lt;br /&gt;
&lt;br /&gt;
Here's the table:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!XP 1.08&lt;br /&gt;
!XP 1.09&lt;br /&gt;
!XP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|167%&lt;br /&gt;
|175%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|233%&lt;br /&gt;
|250%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|300%&lt;br /&gt;
|325%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|367%&lt;br /&gt;
|375%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|433%&lt;br /&gt;
|400%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|500%&lt;br /&gt;
|425%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|567%&lt;br /&gt;
|450%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|455%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|505%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|605%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|725%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(XP increases by 5% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
As already stated, the player setting will not affect the item quality, but will affect the amount of items dropped.&lt;br /&gt;
&lt;br /&gt;
So how does the player setting affect monster drops? First, we'll have to introduce a term called &amp;quot;nodrop&amp;quot;. Every monster has a certain chance for this &amp;quot;nodrop&amp;quot;, that is the chance to drop nothing at all. The greater this number, the greater the chance to drop nothing. This value is cut down with increasing player settings according to the following formula '''''in V1.11''''' (for basics on item generation, nodrop an so on see the [http://forums.diabloii.net/showthread.php?t=392254 Item Generation Tutorial for Patch 1.11] on the DII Strategy Forum from Warrior of Light):&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
'''NewNoDrop=int( ProbSum/(1/((NoDrop/(NoDrop+ProbSum))^N)-1) )''',&amp;lt;br&amp;gt;&lt;br /&gt;
where N=int(1+AdditionalPlayers/2+ClosePartiedPlayers/2),&amp;lt;br&amp;gt;&lt;br /&gt;
AdditionalPlayers — the number of all additional players in the game, where the monster is killed,&amp;lt;br&amp;gt;&lt;br /&gt;
ClosePartiedPlayers — the number of players in your party near you (not far than two screens away),&amp;lt;br&amp;gt;&lt;br /&gt;
ProbSum=Prob1+Prob2+Prob3+...+Prob10,&amp;lt;br&amp;gt;&lt;br /&gt;
int — operation of truncating fractional part of a number.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
This looks pretty complicated, so for the sake of comprehensibility let's just say:&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
*'''For normal monsters:''' The more players, the more drops.&lt;br /&gt;
*'''For Super Uniques''' (like Pindleskin), '''Uniques and Champions''': player setting is irrelevant.&lt;br /&gt;
**Super Uniques will always drop two items.&lt;br /&gt;
**Uniques will always drop one item.&lt;br /&gt;
**Champions will always drop one item.&lt;br /&gt;
*'''Bosses''': &amp;quot;nodrop&amp;quot; will be reduced to zero for 5 unpartied players or 3 near players in the same party. In Single Player the difference between the drops for 3 player setting and 5 player setting is only marginal though.&lt;br /&gt;
&lt;br /&gt;
Note: For unpartied players (and simulated players via the Players X Command) only every second additional players has impact on drop rates. So the steps for more drops are '''players 3''', '''players 5''' and '''players 7'''.&amp;lt;br&amp;gt;&lt;br /&gt;
In other words: players 8 and players 7 have the same drop rates, players 6 and 5, players 4 and 3, and players 2 and 1.&lt;br /&gt;
Note that the amount of Experience gained and monsters' Hit Points are nonetheless different for each player setting (as stated above).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Skills and Abilities===&lt;br /&gt;
A frequent question when it comes to player setting is, which skills and weapon abilties that correlate with a target's Hit Points scale with the player setting. For example, the Necromancer's Corpse Explosion deals damage depending on the corpse's HPs (between 60% and 100%). Does the skill take the base HPs or the modified (higher) HPs on higher player settings? Unfortunately the answer is: Depends on what version you are using. Here's a list of skills and abilities, that correlate with a target's HPs.&lt;br /&gt;
&lt;br /&gt;
''The list is not complete yet. Feel free to add any information you have about scaling.''&lt;br /&gt;
&lt;br /&gt;
{|style=&amp;quot;text-align:center&amp;quot;&lt;br /&gt;
!rowspan=&amp;quot;2&amp;quot;|Skill/Ability&lt;br /&gt;
!colspan=&amp;quot;11&amp;quot;|scales in&lt;br /&gt;
|-&lt;br /&gt;
!1.10+&lt;br /&gt;
!1.09&lt;br /&gt;
!1.08&lt;br /&gt;
!1.07&lt;br /&gt;
!1.06&lt;br /&gt;
!1.05&lt;br /&gt;
!1.04&lt;br /&gt;
!1.03&lt;br /&gt;
!1.02&lt;br /&gt;
!1.01&lt;br /&gt;
!1.00&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Static Field&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Corpse Explosion&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Death Sentry&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|n.a.&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Crushing Blow&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|-&lt;br /&gt;
|style=&amp;quot;text-align:left&amp;quot;|Summoned minions (HPs)&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;-&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|&amp;lt;nowiki&amp;gt;+&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|?&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;PlayersX&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=The Players X Command=&lt;br /&gt;
From version 1.09 onward, the player setting can be changed arbitrarily in Single Player mode, open battle.net and non battle.net Mulitplayer mode. In order to do so, one has to enter a certain command while in game. This is done by hitting &amp;quot;Enter&amp;quot;, typing the players X command, and confirming by hitting &amp;quot;Enter&amp;quot; again (yes, it's the normal shoutbox usage). The command differs slightly for the different versions of Diablo II.&lt;br /&gt;
&lt;br /&gt;
In genereal the Players X command simulates an amout of players in the game equal X, although less players are actually in game. X cannot be lower than the actual number of players in game. For example, if you're playing with 2 friends a multiplayer game via TCP/IP, you can only choose a number equal or greater than 3. All other commands will be ignored.&lt;br /&gt;
&lt;br /&gt;
'''The Players X Command only simulates unpartied players.''' (Important for drop mechanics as explained above)&lt;br /&gt;
&lt;br /&gt;
Note that the Players X command doesn't affect monsters that have already spawned by the time you type the command. I'm not entirely sure about the radius in which monsters spawn around you, but according to jiansonz's testings it's somewhat smaller than the distance from the stairs in Durance level 3 to Mephisto's spawning point (meaning that one could still tune down the player setting shortly after entering Durance 3 and thus have the Council spawn on a different player setting than Mephisto himself). To make sure every monster is affected, typing the command while still in town is recommended.&lt;br /&gt;
&lt;br /&gt;
Players X does however affect all clickable items (i.e. logs, chests, urns etc.) immediately. In theory one could clear the whole area on p1, then set the player settings to 8 for maximised drops (i.e. minimised NoDrop) and pop all chests, urns etc. only then. This is in no way illegal, but considered cheesy by most players in the SPF. Ususall this (ab)use of the Players X command is prohibited in SPF tournaments.&lt;br /&gt;
&lt;br /&gt;
In V1.09, when hit points of your summoned minions (e.g. Golems, Valkyrie) scaled with the player setting, it was useful to change the player setting to maximum before casting the minion and then immediately switch back to a lower player setting, which is also considered as cheesy.&amp;lt;br&amp;gt;In V1.10 minions' hit points no longer scale up with the player setting.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.00 to 1.08===&lt;br /&gt;
No players X command available.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09a/b===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 64. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09c/d===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 8. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.10 and 1.11===&lt;br /&gt;
The command is '''''/players X''''' or '''''/playersX''''', where X can be any number between 1 and 8. You will get the confirmation ''players set to X'' on your screen.&amp;lt;br&amp;gt;&lt;br /&gt;
This command is available in all versions of 1.10 and 1.11.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3365</id>
		<title>Player Settings</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3365"/>
				<updated>2008-02-05T20:07:40Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The player setting gives account of how many players are present in one game. It has impact on monsters' hit points, experience gained and drops. The default player setting is 1. However, with every player joining a multiplayer game the player setting is increased by one up till a maximum of 8 (i.e. the maximum number of players in one game). In Single Player mode, open battle.net and non battle.net Multiplayer mode the player setting can be changed by the [[#PlayersX|Players X Command]].&lt;br /&gt;
&lt;br /&gt;
Common abbreveations are pX or /pX, e.g. &amp;quot;I cleared the whole Throne Room on p8&amp;quot;, meaning that all of Baal's minion waves were defeated on a player setting of 8 players.&lt;br /&gt;
&lt;br /&gt;
=Influence on game mechanics=&lt;br /&gt;
In general one could say: the higher the player setting, the higher the monsters' hit points, the amount of experience gained and the frequency/amount of drops. Basically that means:&lt;br /&gt;
*You'll level faster&lt;br /&gt;
*You'll need more time for killing monsters&lt;br /&gt;
*You'll find more items&lt;br /&gt;
'''Note:''' The player setting does &amp;lt;u&amp;gt;'''not'''&amp;lt;/u&amp;gt; influence the quality of the dropped items! There's an entirely different algorithm for that.&lt;br /&gt;
&lt;br /&gt;
===Monsters' Hit Points===&lt;br /&gt;
Each monster's Hit Points are multiplied by the number of players in the game according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Hit Points = X * n'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09: '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Hit Points = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base Hit Points&lt;br /&gt;
n = # of players in game&lt;br /&gt;
&lt;br /&gt;
Assorted in a table it looks like this:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!HP 1.08&lt;br /&gt;
!HP 1.09&lt;br /&gt;
!HP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|200%&lt;br /&gt;
|200%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|300%&lt;br /&gt;
|300%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|400%&lt;br /&gt;
|400%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|500%&lt;br /&gt;
|450%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|600%&lt;br /&gt;
|520%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|700%&lt;br /&gt;
|570%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|800%&lt;br /&gt;
|620%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|700%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|1200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|2200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|3400%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(HPs increase by 50% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
With increasing player settings the amount of Experience gained also increases according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Experience = X * (2n + 1) / 3'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09 (any): '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Experience = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base experience&lt;br /&gt;
n = # of players in the game&lt;br /&gt;
&lt;br /&gt;
So it's basically the same numbers as for the Hit Points calculations.&lt;br /&gt;
&lt;br /&gt;
Here's the table:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!XP 1.08&lt;br /&gt;
!XP 1.09&lt;br /&gt;
!XP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|167%&lt;br /&gt;
|175%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|233%&lt;br /&gt;
|250%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|300%&lt;br /&gt;
|325%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|367%&lt;br /&gt;
|375%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|433%&lt;br /&gt;
|400%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|500%&lt;br /&gt;
|425%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|567%&lt;br /&gt;
|450%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|455%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|505%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|605%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|725%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(XP increases by 5% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
As already stated, the player setting will not affect the item quality, but will affect the amount of items dropped.&lt;br /&gt;
&lt;br /&gt;
===Skills===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;PlayersX&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=The Players X Command=&lt;br /&gt;
From version 1.09 onward, the player setting can be changed arbitrarily in Single Player mode, open battle.net and non battle.net Mulitplayer mode. In order to do so, one has to enter a certain command while in game. This is done by hitting &amp;quot;Enter&amp;quot;, typing the players X command, and confirming by hitting &amp;quot;Enter&amp;quot; again (yes, it's the normal shoutbox usage). The command differs slightly for the different versions of Diablo II.&lt;br /&gt;
&lt;br /&gt;
Note that the Players X command doesn't affect monsters that have already spawned by the time you type the command. I'm not entirely sure about the radius in which monsters spawn around you, but according to jiansonz's testings it's somewhat smaller than the distance from the stairs in Durance level 3 to Mephisto's spawning point (meaning that one could still tune down the player setting shortly after entering Durance 3 and thus have the Council spawn on a different player setting than Mephisto himself). To make sure every monster is affected, typing the command while still in town is recommended.&lt;br /&gt;
&lt;br /&gt;
Players X does however affect all clickable items (i.e. logs, chests, urns etc.) immediately. In theory one could clear the whole area on p1, then set the player settings to 8 for maximised drops (i.e. minimised NoDrop) and pop all chests, urns etc. only then. This is in no way illegal, but considered cheesy by most players in the SPF. Ususall this (ab)use of the Players X command is prohibited in SPF tournaments.&lt;br /&gt;
&lt;br /&gt;
In V1.09, when hit points of your summoned minions (e.g. Golems, Valkyrie) scaled with the player setting, it was useful to change the player setting to maximum before casting the minion and then immediately switch back to a lower player setting, which is also considered as cheesy.&amp;lt;br&amp;gt;In V1.10 minions' hit points no longer scale up with the player setting.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.00 to 1.08===&lt;br /&gt;
No players X command available.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09a/b===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 64. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09c/d===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 8. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.10 and 1.11===&lt;br /&gt;
The command is '''''/players X''''' or '''''/playersX''''', where X can be any number between 1 and 8. You will get the confirmation ''players set to X'' on your screen.&amp;lt;br&amp;gt;&lt;br /&gt;
This command is available in all versions of 1.10 and 1.11.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3356</id>
		<title>Player Settings</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3356"/>
				<updated>2008-02-05T19:26:30Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The player setting gives account of how many players are present in one game. It has impact on monsters' hit points, experience gained and drops. The default player setting is 1. However, with every player joining a multiplayer game the player setting is increased by one up till a maximum of 8 (i.e. the maximum number of players in one game). In Single Player mode, open battle.net and non battle.net Multiplayer mode the player setting can be changed by the [[#PlayersX|Players X Command]].&lt;br /&gt;
&lt;br /&gt;
=Influence on game mechanics=&lt;br /&gt;
In general one could say: the higher the player setting, the higher the monsters' hit points, the amount of experience gained and the frequency/amount of drops. Basically that means:&lt;br /&gt;
*You'll level faster&lt;br /&gt;
*You'll need more time for killing monsters&lt;br /&gt;
*You'll find more items&lt;br /&gt;
'''Note:''' The player setting does &amp;lt;u&amp;gt;'''not'''&amp;lt;/u&amp;gt; influence the quality of the dropped items! There's an entirely different algorithm for that.&lt;br /&gt;
&lt;br /&gt;
===Monsters' Hit Points===&lt;br /&gt;
Each monster's Hit Points are multiplied by the number of players in the game according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Hit Points = X * n'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09: '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Hit Points = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base Hit Points&lt;br /&gt;
n = # of players in game&lt;br /&gt;
&lt;br /&gt;
Assorted in a table it looks like this:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!HP 1.08&lt;br /&gt;
!HP 1.09&lt;br /&gt;
!HP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|200%&lt;br /&gt;
|200%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|300%&lt;br /&gt;
|300%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|400%&lt;br /&gt;
|400%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|500%&lt;br /&gt;
|450%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|600%&lt;br /&gt;
|520%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|700%&lt;br /&gt;
|570%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|800%&lt;br /&gt;
|620%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|700%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|1200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|2200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|3400%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(HPs increase by 50% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
With increasing player settings the amount of Experience gained also increases according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Experience = X * (2n + 1) / 3'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09 (any): '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Experience = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base experience&lt;br /&gt;
n = # of players in the game&lt;br /&gt;
&lt;br /&gt;
So it's basically the same numbers as for the Hit Points calculations.&lt;br /&gt;
&lt;br /&gt;
Here's the table:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!XP 1.08&lt;br /&gt;
!XP 1.09&lt;br /&gt;
!XP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|167%&lt;br /&gt;
|175%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|233%&lt;br /&gt;
|250%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|300%&lt;br /&gt;
|325%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|367%&lt;br /&gt;
|375%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|433%&lt;br /&gt;
|400%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|500%&lt;br /&gt;
|425%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|567%&lt;br /&gt;
|450%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|455%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|505%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|605%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|725%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(XP increases by 5% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
As already stated, the player setting will not affect the item quality, but will affect the amount of items dropped.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;PlayersX&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=The Players X Command=&lt;br /&gt;
From version 1.09 onward, the player setting can be changed arbitrarily in Single Player mode, open battle.net and non battle.net Mulitplayer mode. In order to do so, one has to enter a certain command while in game. This is done by hitting &amp;quot;Enter&amp;quot;, typing the players X command, and confirming by hitting &amp;quot;Enter&amp;quot; again (yes, it's the normal shoutbox usage). The command differs slightly for the different versions of Diablo II.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.00 to 1.08===&lt;br /&gt;
No players X command available.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09a/b===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 64. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09c/d===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 8. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.10 and 1.11===&lt;br /&gt;
The command is '''''/players X''''' or '''''/playersX''''', where X can be any number between 1 and 8. You will get the confirmation ''players set to X'' on your screen.&amp;lt;br&amp;gt;&lt;br /&gt;
This command is available in all versions of 1.10 and 1.11.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3355</id>
		<title>Player Settings</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3355"/>
				<updated>2008-02-05T19:25:30Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: /* The Players X Command */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The player setting gives account of how many players are present in one game. It has impact on monsters' hit points, experience gained and drops. The default player setting is 1. However, with every player joining a multiplayer game the player setting is increased by one up till a maximum of 8 (i.e. the maximum number of players in one game). In Single Player mode, open Battle.net and non battle.net Multiplayer mode the player setting can be changed by the [[#PlayersX|Players X Command]].&lt;br /&gt;
&lt;br /&gt;
=Influence on game mechanics=&lt;br /&gt;
In general one could say: the higher the player setting, the higher the monsters' hit points, the amount of experience gained and the frequency/amount of drops. Basically that means:&lt;br /&gt;
*You'll level faster&lt;br /&gt;
*You'll need more time for killing monsters&lt;br /&gt;
*You'll find more items&lt;br /&gt;
'''Note:''' The player setting does &amp;lt;u&amp;gt;'''not'''&amp;lt;/u&amp;gt; influence the quality of the dropped items! There's an entirely different algorithm for that.&lt;br /&gt;
&lt;br /&gt;
===Monsters' Hit Points===&lt;br /&gt;
Each monster's Hit Points are multiplied by the number of players in the game according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Hit Points = X * n'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09: '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Hit Points = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base Hit Points&lt;br /&gt;
n = # of players in game&lt;br /&gt;
&lt;br /&gt;
Assorted in a table it looks like this:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!HP 1.08&lt;br /&gt;
!HP 1.09&lt;br /&gt;
!HP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|200%&lt;br /&gt;
|200%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|300%&lt;br /&gt;
|300%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|400%&lt;br /&gt;
|400%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|500%&lt;br /&gt;
|450%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|600%&lt;br /&gt;
|520%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|700%&lt;br /&gt;
|570%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|800%&lt;br /&gt;
|620%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|700%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|1200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|2200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|3400%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(HPs increase by 50% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
With increasing player settings the amount of Experience gained also increases according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Experience = X * (2n + 1) / 3'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09 (any): '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Experience = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base experience&lt;br /&gt;
n = # of players in the game&lt;br /&gt;
&lt;br /&gt;
So it's basically the same numbers as for the Hit Points calculations.&lt;br /&gt;
&lt;br /&gt;
Here's the table:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!XP 1.08&lt;br /&gt;
!XP 1.09&lt;br /&gt;
!XP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|167%&lt;br /&gt;
|175%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|233%&lt;br /&gt;
|250%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|300%&lt;br /&gt;
|325%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|367%&lt;br /&gt;
|375%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|433%&lt;br /&gt;
|400%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|500%&lt;br /&gt;
|425%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|567%&lt;br /&gt;
|450%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|455%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|505%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|605%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|725%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(XP increases by 5% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
As already stated, the player setting will not affect the item quality, but will effect the amount of items dropped.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;PlayersX&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=The Players X Command=&lt;br /&gt;
From version 1.09 onward, the player setting can be changed arbitrarily in Single Player mode, open battle.net and non battle.net Mulitplayer mode. In order to do so, one has to enter a certain command while in game. This is done by hitting &amp;quot;Enter&amp;quot;, typing the players X command, and confirming by hitting &amp;quot;Enter&amp;quot; again (yes, it's the normal shoutbox usage). The command differs slightly for the different versions of Diablo II.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.00 to 1.08===&lt;br /&gt;
No players X command available.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09a/b===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 64. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09c/d===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 8. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.10 and 1.11===&lt;br /&gt;
The command is '''''/players X''''' or '''''/playersX''''', where X can be any number between 1 and 8. You will get the confirmation ''players set to X'' on your screen.&amp;lt;br&amp;gt;&lt;br /&gt;
This command is available in all versions of 1.10 and 1.11.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3354</id>
		<title>Player Settings</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3354"/>
				<updated>2008-02-05T19:25:00Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: /* Overview */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The player setting gives account of how many players are present in one game. It has impact on monsters' hit points, experience gained and drops. The default player setting is 1. However, with every player joining a multiplayer game the player setting is increased by one up till a maximum of 8 (i.e. the maximum number of players in one game). In Single Player mode, open Battle.net and non battle.net Multiplayer mode the player setting can be changed by the [[#PlayersX|Players X Command]].&lt;br /&gt;
&lt;br /&gt;
=Influence on game mechanics=&lt;br /&gt;
In general one could say: the higher the player setting, the higher the monsters' hit points, the amount of experience gained and the frequency/amount of drops. Basically that means:&lt;br /&gt;
*You'll level faster&lt;br /&gt;
*You'll need more time for killing monsters&lt;br /&gt;
*You'll find more items&lt;br /&gt;
'''Note:''' The player setting does &amp;lt;u&amp;gt;'''not'''&amp;lt;/u&amp;gt; influence the quality of the dropped items! There's an entirely different algorithm for that.&lt;br /&gt;
&lt;br /&gt;
===Monsters' Hit Points===&lt;br /&gt;
Each monster's Hit Points are multiplied by the number of players in the game according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Hit Points = X * n'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09: '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Hit Points = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base Hit Points&lt;br /&gt;
n = # of players in game&lt;br /&gt;
&lt;br /&gt;
Assorted in a table it looks like this:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!HP 1.08&lt;br /&gt;
!HP 1.09&lt;br /&gt;
!HP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|200%&lt;br /&gt;
|200%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|300%&lt;br /&gt;
|300%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|400%&lt;br /&gt;
|400%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|500%&lt;br /&gt;
|450%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|600%&lt;br /&gt;
|520%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|700%&lt;br /&gt;
|570%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|800%&lt;br /&gt;
|620%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|700%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|1200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|2200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|3400%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(HPs increase by 50% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
With increasing player settings the amount of Experience gained also increases according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Experience = X * (2n + 1) / 3'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09 (any): '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Experience = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base experience&lt;br /&gt;
n = # of players in the game&lt;br /&gt;
&lt;br /&gt;
So it's basically the same numbers as for the Hit Points calculations.&lt;br /&gt;
&lt;br /&gt;
Here's the table:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!XP 1.08&lt;br /&gt;
!XP 1.09&lt;br /&gt;
!XP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|167%&lt;br /&gt;
|175%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|233%&lt;br /&gt;
|250%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|300%&lt;br /&gt;
|325%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|367%&lt;br /&gt;
|375%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|433%&lt;br /&gt;
|400%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|500%&lt;br /&gt;
|425%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|567%&lt;br /&gt;
|450%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|455%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|505%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|605%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|725%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(XP increases by 5% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
As already stated, the player setting will not affect the item quality, but will effect the amount of items dropped.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;PlayersX&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=The Players X Command=&lt;br /&gt;
From version 1.09 onward, the player setting can be changed arbitrarily in Single Player mode and non battle.net Mulitplayer mode. In order to do so, one has to enter a certain command while in game. This is done by hitting &amp;quot;Enter&amp;quot;, typing the players X command, and confirming by hitting &amp;quot;Enter&amp;quot; again (yes, it's the normal shoutbox usage). The command differs slightly for the different versions of Diablo II.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.00 to 1.08===&lt;br /&gt;
No players X command available.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09a/b===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 64. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09c/d===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 8. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.10 and 1.11===&lt;br /&gt;
The command is '''''/players X''''' or '''''/playersX''''', where X can be any number between 1 and 8. You will get the confirmation ''players set to X'' on your screen.&amp;lt;br&amp;gt;&lt;br /&gt;
This command is available in all versions of 1.10 and 1.11.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3353</id>
		<title>Player Settings</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3353"/>
				<updated>2008-02-05T19:24:03Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: /* Experience */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The player setting gives account of how many players are present in one game. It has impact on monsters' hit points, experience gained and drops. The default player setting is 1. However, with every player joining a multiplayer game the player setting is increased by one up till a maximum of 8 (i.e. the maximum number of players in one game). In Single Player mode and non battle.net Multiplayer mode the player setting can be changed by the [[#PlayersX|Players X Command]].&lt;br /&gt;
&lt;br /&gt;
=Influence on game mechanics=&lt;br /&gt;
In general one could say: the higher the player setting, the higher the monsters' hit points, the amount of experience gained and the frequency/amount of drops. Basically that means:&lt;br /&gt;
*You'll level faster&lt;br /&gt;
*You'll need more time for killing monsters&lt;br /&gt;
*You'll find more items&lt;br /&gt;
'''Note:''' The player setting does &amp;lt;u&amp;gt;'''not'''&amp;lt;/u&amp;gt; influence the quality of the dropped items! There's an entirely different algorithm for that.&lt;br /&gt;
&lt;br /&gt;
===Monsters' Hit Points===&lt;br /&gt;
Each monster's Hit Points are multiplied by the number of players in the game according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Hit Points = X * n'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09: '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Hit Points = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base Hit Points&lt;br /&gt;
n = # of players in game&lt;br /&gt;
&lt;br /&gt;
Assorted in a table it looks like this:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!HP 1.08&lt;br /&gt;
!HP 1.09&lt;br /&gt;
!HP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|200%&lt;br /&gt;
|200%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|300%&lt;br /&gt;
|300%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|400%&lt;br /&gt;
|400%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|500%&lt;br /&gt;
|450%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|600%&lt;br /&gt;
|520%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|700%&lt;br /&gt;
|570%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|800%&lt;br /&gt;
|620%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|700%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|1200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|2200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|3400%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(HPs increase by 50% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
With increasing player settings the amount of Experience gained also increases according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Experience = X * (2n + 1) / 3'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09 (any): '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Experience = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base experience&lt;br /&gt;
n = # of players in the game&lt;br /&gt;
&lt;br /&gt;
So it's basically the same numbers as for the Hit Points calculations.&lt;br /&gt;
&lt;br /&gt;
Here's the table:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!XP 1.08&lt;br /&gt;
!XP 1.09&lt;br /&gt;
!XP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|167%&lt;br /&gt;
|175%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|233%&lt;br /&gt;
|250%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|300%&lt;br /&gt;
|325%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|367%&lt;br /&gt;
|375%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|433%&lt;br /&gt;
|400%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|500%&lt;br /&gt;
|425%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|567%&lt;br /&gt;
|450%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|455%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|505%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|605%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|725%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(XP increases by 5% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
As already stated, the player setting will not affect the item quality, but will effect the amount of items dropped.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;PlayersX&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=The Players X Command=&lt;br /&gt;
From version 1.09 onward, the player setting can be changed arbitrarily in Single Player mode and non battle.net Mulitplayer mode. In order to do so, one has to enter a certain command while in game. This is done by hitting &amp;quot;Enter&amp;quot;, typing the players X command, and confirming by hitting &amp;quot;Enter&amp;quot; again (yes, it's the normal shoutbox usage). The command differs slightly for the different versions of Diablo II.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.00 to 1.08===&lt;br /&gt;
No players X command available.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09a/b===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 64. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09c/d===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 8. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.10 and 1.11===&lt;br /&gt;
The command is '''''/players X''''' or '''''/playersX''''', where X can be any number between 1 and 8. You will get the confirmation ''players set to X'' on your screen.&amp;lt;br&amp;gt;&lt;br /&gt;
This command is available in all versions of 1.10 and 1.11.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3352</id>
		<title>Player Settings</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3352"/>
				<updated>2008-02-05T19:23:12Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The player setting gives account of how many players are present in one game. It has impact on monsters' hit points, experience gained and drops. The default player setting is 1. However, with every player joining a multiplayer game the player setting is increased by one up till a maximum of 8 (i.e. the maximum number of players in one game). In Single Player mode and non battle.net Multiplayer mode the player setting can be changed by the [[#PlayersX|Players X Command]].&lt;br /&gt;
&lt;br /&gt;
=Influence on game mechanics=&lt;br /&gt;
In general one could say: the higher the player setting, the higher the monsters' hit points, the amount of experience gained and the frequency/amount of drops. Basically that means:&lt;br /&gt;
*You'll level faster&lt;br /&gt;
*You'll need more time for killing monsters&lt;br /&gt;
*You'll find more items&lt;br /&gt;
'''Note:''' The player setting does &amp;lt;u&amp;gt;'''not'''&amp;lt;/u&amp;gt; influence the quality of the dropped items! There's an entirely different algorithm for that.&lt;br /&gt;
&lt;br /&gt;
===Monsters' Hit Points===&lt;br /&gt;
Each monster's Hit Points are multiplied by the number of players in the game according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Hit Points = X * n'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09: '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Hit Points = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base Hit Points&lt;br /&gt;
n = # of players in game&lt;br /&gt;
&lt;br /&gt;
Assorted in a table it looks like this:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!HP 1.08&lt;br /&gt;
!HP 1.09&lt;br /&gt;
!HP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|200%&lt;br /&gt;
|200%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|300%&lt;br /&gt;
|300%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|400%&lt;br /&gt;
|400%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|500%&lt;br /&gt;
|450%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|600%&lt;br /&gt;
|520%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|700%&lt;br /&gt;
|570%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|800%&lt;br /&gt;
|620%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|700%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|1200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|2200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|3400%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(HPs increase by 50% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
With increasing player settings the amount of Experience gained also increases according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Experience = X * (2n + 1) / 3'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09 (any): '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any)'''Experience = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base experience&lt;br /&gt;
n = # of players in the game&lt;br /&gt;
&lt;br /&gt;
So it's basically the same numbers as for the Hit Points calculations.&lt;br /&gt;
&lt;br /&gt;
Here's the table:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!XP 1.08&lt;br /&gt;
!XP 1.09&lt;br /&gt;
!XP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|167%&lt;br /&gt;
|175%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|233%&lt;br /&gt;
|250%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|300%&lt;br /&gt;
|325%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|367%&lt;br /&gt;
|375%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|433%&lt;br /&gt;
|400%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|500%&lt;br /&gt;
|425%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|567%&lt;br /&gt;
|450%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|455%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|505%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|605%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|725%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(XP increases by 5% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
As already stated, the player setting will not affect the item quality, but will effect the amount of items dropped.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;span id=&amp;quot;PlayersX&amp;quot;&amp;gt;&amp;lt;/span&amp;gt;&lt;br /&gt;
=The Players X Command=&lt;br /&gt;
From version 1.09 onward, the player setting can be changed arbitrarily in Single Player mode and non battle.net Mulitplayer mode. In order to do so, one has to enter a certain command while in game. This is done by hitting &amp;quot;Enter&amp;quot;, typing the players X command, and confirming by hitting &amp;quot;Enter&amp;quot; again (yes, it's the normal shoutbox usage). The command differs slightly for the different versions of Diablo II.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.00 to 1.08===&lt;br /&gt;
No players X command available.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09a/b===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 64. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09c/d===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 8. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.10 and 1.11===&lt;br /&gt;
The command is '''''/players X''''' or '''''/playersX''''', where X can be any number between 1 and 8. You will get the confirmation ''players set to X'' on your screen.&amp;lt;br&amp;gt;&lt;br /&gt;
This command is available in all versions of 1.10 and 1.11.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3346</id>
		<title>Player Settings</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3346"/>
				<updated>2008-02-05T19:09:37Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: /* Items */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The player setting gives account of how many players are present in one game. It has impact on monsters' hit points, experience gained and drops. The default player setting is 1. However, with every player joining a multiplayer game the player setting is increased by one up till a maximum of 8 (i.e. the maximum number of players in one game). In Single Player mode and non battle.net Multiplayer mode the player setting can be changed by the [[Players X command&amp;lt;!--#The Players X command--&amp;gt;]].&lt;br /&gt;
&lt;br /&gt;
=Influence on game mechanics=&lt;br /&gt;
In general one could say: the higher the player setting, the higher the monsters' hit points, the amount of experience gained and the frequency/amount of drops. Basically that means:&lt;br /&gt;
*You'll level faster&lt;br /&gt;
*You'll need more time for killing monsters&lt;br /&gt;
*You'll find more items&lt;br /&gt;
'''Note:''' The player setting does &amp;lt;u&amp;gt;'''not'''&amp;lt;/u&amp;gt; influence the quality of the dropped items! There's an entirely different algorithm for that.&lt;br /&gt;
&lt;br /&gt;
===Monsters' Hit Points===&lt;br /&gt;
Each monster's Hit Points are multiplied by the number of players in the game according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Hit Points = X * n'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09: '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Hit Points = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base Hit Points&lt;br /&gt;
n = # of players in game&lt;br /&gt;
&lt;br /&gt;
Assorted in a table it looks like this:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!HP 1.08&lt;br /&gt;
!HP 1.09&lt;br /&gt;
!HP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|200%&lt;br /&gt;
|200%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|300%&lt;br /&gt;
|300%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|400%&lt;br /&gt;
|400%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|500%&lt;br /&gt;
|450%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|600%&lt;br /&gt;
|520%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|700%&lt;br /&gt;
|570%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|800%&lt;br /&gt;
|620%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|700%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|1200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|2200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|3400%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(HPs increase by 50% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
With increasing player settings the amount of Experience gained also increases according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Experience = X * (2n + 1) / 3'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09 (any): '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any)'''Experience = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base experience&lt;br /&gt;
n = # of players in the game&lt;br /&gt;
&lt;br /&gt;
So it's basically the same numbers as for the Hit Points calculations.&lt;br /&gt;
&lt;br /&gt;
Here's the table:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!XP 1.08&lt;br /&gt;
!XP 1.09&lt;br /&gt;
!XP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|167%&lt;br /&gt;
|175%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|233%&lt;br /&gt;
|250%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|300%&lt;br /&gt;
|325%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|367%&lt;br /&gt;
|375%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|433%&lt;br /&gt;
|400%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|500%&lt;br /&gt;
|425%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|567%&lt;br /&gt;
|450%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|455%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|505%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|605%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|725%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(XP increases by 5% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
As already stated, the player setting will not affect the item quality, but will effect the amount of items dropped.&lt;br /&gt;
&lt;br /&gt;
=The Players X Command=&lt;br /&gt;
From version 1.09 onward, the player setting can be changed arbitrarily in Single Player mode and non battle.net Mulitplayer mode. In order to do so, one has to enter a certain command while in game. This is done by hitting &amp;quot;Enter&amp;quot;, typing the players X command, and confirming by hitting &amp;quot;Enter&amp;quot; again (yes, it's the normal shoutbox usage). The command differs slightly for the different versions of Diablo II.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.00 to 1.08===&lt;br /&gt;
No players X command available.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09a/b===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 64. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09c/d===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 8. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.10 and 1.11===&lt;br /&gt;
The command is '''''/players X''''' or '''''/playersX''''', where X can be any number between 1 and 8. You will get the confirmation ''players set to X'' on your screen.&amp;lt;br&amp;gt;&lt;br /&gt;
This command is available in all versions of 1.10 and 1.11.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3344</id>
		<title>Player Settings</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Player_Settings&amp;diff=3344"/>
				<updated>2008-02-05T19:04:39Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Overview=&lt;br /&gt;
The player setting gives account of how many players are present in one game. It has impact on monsters' hit points, experience gained and drops. The default player setting is 1. However, with every player joining a multiplayer game the player setting is increased by one up till a maximum of 8 (i.e. the maximum number of players in one game). In Single Player mode and non battle.net Multiplayer mode the player setting can be changed by the [[Players X command&amp;lt;!--#The Players X command--&amp;gt;]].&lt;br /&gt;
&lt;br /&gt;
=Influence on game mechanics=&lt;br /&gt;
In general one could say: the higher the player setting, the higher the monsters' hit points, the amount of experience gained and the frequency/amount of drops. Basically that means:&lt;br /&gt;
*You'll level faster&lt;br /&gt;
*You'll need more time for killing monsters&lt;br /&gt;
*You'll find more items&lt;br /&gt;
'''Note:''' The player setting does &amp;lt;u&amp;gt;'''not'''&amp;lt;/u&amp;gt; influence the quality of the dropped items! There's an entirely different algorithm for that.&lt;br /&gt;
&lt;br /&gt;
===Monsters' Hit Points===&lt;br /&gt;
Each monster's Hit Points are multiplied by the number of players in the game according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Hit Points = X * n'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09: '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any): '''Hit Points = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base Hit Points&lt;br /&gt;
n = # of players in game&lt;br /&gt;
&lt;br /&gt;
Assorted in a table it looks like this:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!HP 1.08&lt;br /&gt;
!HP 1.09&lt;br /&gt;
!HP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|200%&lt;br /&gt;
|200%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|300%&lt;br /&gt;
|300%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|400%&lt;br /&gt;
|400%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|500%&lt;br /&gt;
|450%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|600%&lt;br /&gt;
|520%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|700%&lt;br /&gt;
|570%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|800%&lt;br /&gt;
|620%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|700%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|1200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|2200%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|3400%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(HPs increase by 50% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Experience===&lt;br /&gt;
With increasing player settings the amount of Experience gained also increases according to a certain formula, which differs from version to version:&lt;br /&gt;
&lt;br /&gt;
1.00-1.08: '''Experience = X * (2n + 1) / 3'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.09 (any): '''see list below'''&amp;lt;br&amp;gt;&lt;br /&gt;
1.10+ (any)'''Experience = X * (n + 1) / 2'''&lt;br /&gt;
&lt;br /&gt;
where&lt;br /&gt;
X = base experience&lt;br /&gt;
n = # of players in the game&lt;br /&gt;
&lt;br /&gt;
So it's basically the same numbers as for the Hit Points calculations.&lt;br /&gt;
&lt;br /&gt;
Here's the table:&lt;br /&gt;
{|&lt;br /&gt;
!Player setting&lt;br /&gt;
!XP 1.08&lt;br /&gt;
!XP 1.09&lt;br /&gt;
!XP 1.10+&lt;br /&gt;
|-&lt;br /&gt;
|1&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|100%&lt;br /&gt;
|-&lt;br /&gt;
|2&lt;br /&gt;
|167%&lt;br /&gt;
|175%&lt;br /&gt;
|150%&lt;br /&gt;
|-&lt;br /&gt;
|3&lt;br /&gt;
|233%&lt;br /&gt;
|250%&lt;br /&gt;
|200%&lt;br /&gt;
|-&lt;br /&gt;
|4&lt;br /&gt;
|300%&lt;br /&gt;
|325%&lt;br /&gt;
|250%&lt;br /&gt;
|-&lt;br /&gt;
|5&lt;br /&gt;
|367%&lt;br /&gt;
|375%&lt;br /&gt;
|300%&lt;br /&gt;
|-&lt;br /&gt;
|6&lt;br /&gt;
|433%&lt;br /&gt;
|400%&lt;br /&gt;
|350%&lt;br /&gt;
|-&lt;br /&gt;
|7&lt;br /&gt;
|500%&lt;br /&gt;
|425%&lt;br /&gt;
|400%&lt;br /&gt;
|-&lt;br /&gt;
|8&lt;br /&gt;
|567%&lt;br /&gt;
|450%&lt;br /&gt;
|450%&lt;br /&gt;
|-&lt;br /&gt;
|10&lt;br /&gt;
|&lt;br /&gt;
|455%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|20&lt;br /&gt;
|&lt;br /&gt;
|505%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|40&lt;br /&gt;
|&lt;br /&gt;
|605%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|64&lt;br /&gt;
|&lt;br /&gt;
|725%&lt;br /&gt;
|&lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;4&amp;quot; |(XP increases by 5% per player past 10 in 1.09a/b)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Items===&lt;br /&gt;
As already stated, the player setting will not affect the item quality, but will effect the amount of items dropped. This is due to &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=The Players X Command=&lt;br /&gt;
From version 1.09 onward, the player setting can be changed arbitrarily in Single Player mode and non battle.net Mulitplayer mode. In order to do so, one has to enter a certain command while in game. This is done by hitting &amp;quot;Enter&amp;quot;, typing the players X command, and confirming by hitting &amp;quot;Enter&amp;quot; again (yes, it's the normal shoutbox usage). The command differs slightly for the different versions of Diablo II.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.00 to 1.08===&lt;br /&gt;
No players X command available.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09a/b===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 64. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Version 1.09c/d===&lt;br /&gt;
The command is '''''players X''''', where X can be any number between 1 and 8. You won't get any confirmation that the player setting has changed.&lt;br /&gt;
&lt;br /&gt;
===Versions 1.10 and 1.11===&lt;br /&gt;
The command is '''''/players X''''' or '''''/playersX''''', where X can be any number between 1 and 8. You will get the confirmation ''players set to X'' on your screen.&amp;lt;br&amp;gt;&lt;br /&gt;
This command is available in all versions of 1.10 and 1.11.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Help:FAQ&amp;diff=3276</id>
		<title>Help:FAQ</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Help:FAQ&amp;diff=3276"/>
				<updated>2008-01-27T23:36:59Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: Substituted &amp;quot;DiabloWiki&amp;quot; for &amp;quot;HellgateWiki&amp;quot; and &amp;quot;Diablo II&amp;quot; for &amp;quot;Hellgate&amp;quot; throughout the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=How do wikis work?=&lt;br /&gt;
&lt;br /&gt;
A wiki is an open source document that anyone can edit or add to. &amp;quot;All of us are smarter than any of us,&amp;quot; goes the theory.  Wikis are designed to be easy to edit; they are primarily text-based, and you do not need to know HTML or PHP or CSS or any other programming language to edit wiki pages.&lt;br /&gt;
&lt;br /&gt;
For more practical purposes, you can jump right in and edit text on this wiki without knowing anything more than how to click the &amp;quot;edit&amp;quot; button. &lt;br /&gt;
&lt;br /&gt;
=How can I help?=&lt;br /&gt;
&lt;br /&gt;
If you know about ''Diablo II'', you can fill in some pages that aren't yet online, or flesh out existing pages. A wiki is a living document, and with the game constantly evolving, there are always changes, updates, and corrections to be made to existing pages.&lt;br /&gt;
&lt;br /&gt;
If you're less of an D2 expert, or aren't comfortable writing original material, you can help improve existing pages. Almost every page on this wiki could be improved by adding links to other related pages, illustrating the information by inserting thumbnails or links to full screenshots, improving the navigation (by adding links or categorization) to help people find the pages they seek, or even just italicizing &amp;quot;Diablo II&amp;quot; as needed.&lt;br /&gt;
&lt;br /&gt;
If you have experience with wikis you can help fix up errors or formatting problems, or work with people who know ''Diablo II'' or writing, but aren't wiki experts.&lt;br /&gt;
&lt;br /&gt;
If you don't want to get that involved you can make smaller changes; fix typos, join the &amp;quot;discussion&amp;quot; on a page or in our wiki forums to suggest additions or corrections or different interpretations.&lt;br /&gt;
&lt;br /&gt;
=Do I need to know how to code?=&lt;br /&gt;
&lt;br /&gt;
No. Wiki markup is very simple, much less complicated and fussy than HTML.  Here's a markup page list all the codes you will need.  Alternatively, if you see something on a page that you'd like to replicate simply click 'edit' at the top of the page and see what the code is and copy and paste it to the page you're working on.&lt;br /&gt;
&lt;br /&gt;
Tables of Contents (like the one at the top of this page) are created automatically from the headings in a page.&lt;br /&gt;
&lt;br /&gt;
Don't be afraid to make changes if you have the info; there's a handy preview button before you commit :)&lt;br /&gt;
&lt;br /&gt;
*[[Help:Markup|Details of the Wiki Markup you can use]].&lt;br /&gt;
*Wikipedia.org hosts an [http://en.wikipedia.org/wiki/Help:Contents extensive help section] which will answer every conceivable question you might have about writing a wiki.&lt;br /&gt;
&lt;br /&gt;
=Do I need a Wiki account to contribute?=&lt;br /&gt;
&lt;br /&gt;
Yes, but there's a good chance you already have one. The DiabloWiki is linked to The Diablo 2 Site forums, so if you're a forum member, you can use that account to edit the wiki. If you're not a forum member, [http://forums.diabloii.net visit them to sign up] (and for all your D2 discussion needs -- it only takes a moment.&lt;br /&gt;
&lt;br /&gt;
=Any guidelines to adding content=&lt;br /&gt;
&lt;br /&gt;
DiabloWiki prides itself on the high standard of site content and so we encourage everyone to check their updates for simple things like spelling and grammar. Also make sure you double check your info before committing. Accurate Diablo II information is the key!&lt;br /&gt;
&lt;br /&gt;
Do not add copyrighted content from another on or off-line publication to DiabloWiki.&lt;br /&gt;
&lt;br /&gt;
=Help, I need advice!=&lt;br /&gt;
&lt;br /&gt;
Don't worry, if you haven't found the help you need here there is always the DiabloWiki support forum. Feel free to ask questions about general wiki issues, as well as specific page content.&lt;br /&gt;
&lt;br /&gt;
=Can I cut and paste content from DiabloWiki to my own website?=&lt;br /&gt;
&lt;br /&gt;
You may not copy sections or pages from DiabloWiki. This wiki is a collaborative effort, and the pages are a result of the efforts of hundreds of D2 fans. Contributors to the DiabloWiki have given permission for their work to appear in this wiki, on this site. But nowhere else.&lt;br /&gt;
&lt;br /&gt;
Short, fair use quotations from DiabloWiki are permitted, (if you want to cite facts to back up your argument in a Diablo II Forum discussion, for instance) providing you clearly cite the source of the quote and provide a link back to the original page on DiabloWiki.&lt;br /&gt;
&lt;br /&gt;
==Can I cut and paste content from other websites to DiabloWiki?==&lt;br /&gt;
&lt;br /&gt;
No, not unless you have the express permission of the copyright holder. Information submitted to DiabloWiki should be your original writing, and don't lie, or we'll know. Quotations are permitted (and encouraged) to support your info, but they should come from original sources, (such as interviews with Diablo II Team members), and not someone else's summary of the information. Read and research, then write your own material.&lt;br /&gt;
&lt;br /&gt;
=If I create a page can I stop others amending it?=&lt;br /&gt;
&lt;br /&gt;
No. The whole point of a wiki is that all of us are smarter than one of us, and that as much as you or I know about some topic, someone else knows more.  That being said, intentional misinformation, inflammatory or libelous comments are prohibited, and pages that deal with controversial subjects or are victimized by malicious editing may be temporarily locked.&lt;br /&gt;
&lt;br /&gt;
=Can I post my strategy guide on DiabloWiki?=&lt;br /&gt;
&lt;br /&gt;
No. The Diablo Wiki is not an appropriate venue for strategy guides. This wiki is the best available source for Diablo II information and fact, and writers should not be afraid to offer opinions, but this is not the place for strategy guides. Strategy submissions are welcome at the strategy section of The Unofficial Site, of course.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=NextDelay&amp;diff=3275</id>
		<title>NextDelay</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=NextDelay&amp;diff=3275"/>
				<updated>2008-01-27T23:28:46Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;NextDelay is a property that activates a hidden &amp;quot;hit timer&amp;quot; that limits how often any attack from that group (i.e. all the skills listed here) can damage a single target. This works similarly to the infamous [[Casting Delay]], which limits how often any spell in that group can be cast. The difference is that the hit timer doesn't prevent you from attacking, it just sets everyone's (includes you, your minions/merc, other players (hostile/neutral/allied), and their minions/mercs) chance-to-hit that monster (with a hit timer attack) at zero until the timer runs out.&lt;br /&gt;
&lt;br /&gt;
So, the moment a certain skill from the following list damages a monster, it prevents every other skill on the list from hitting the said monster for the original skill's NextDelay duration (whether from you or any other character).&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
&lt;br /&gt;
==Skills affected by NextDelay==&lt;br /&gt;
&lt;br /&gt;
'''25-Frame Delay''' (1 second)&amp;lt;br&amp;gt;&lt;br /&gt;
*Shock Web&amp;lt;br&amp;gt;&lt;br /&gt;
*Blade Sentinel&amp;lt;br&amp;gt;&lt;br /&gt;
*Twister&amp;lt;br&amp;gt;&lt;br /&gt;
*Tornado&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''10-Frame Delay''' (0.4 seconds)&amp;lt;br&amp;gt;&lt;br /&gt;
*Volcano (initial eruption)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''6-Frame Delay''' (0.24 seconds)&amp;lt;br&amp;gt;&lt;br /&gt;
*War Cry&amp;lt;br&amp;gt;&lt;br /&gt;
*Grim Ward&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''5-Frame Delay''' (0.2 seconds)&amp;lt;br&amp;gt;&lt;br /&gt;
*Fissure&amp;lt;br&amp;gt;&lt;br /&gt;
*Volcano (small fireball)&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
'''4-Frame Delay''' (0.16 seconds)&amp;lt;br&amp;gt;&lt;br /&gt;
*Multi Shot&amp;lt;br&amp;gt;&lt;br /&gt;
*Strafe&amp;lt;br&amp;gt;&lt;br /&gt;
*Lightning Strike&amp;lt;br&amp;gt;&lt;br /&gt;
*Chain Lightning&amp;lt;br&amp;gt;&lt;br /&gt;
*Nova&amp;lt;br&amp;gt;&lt;br /&gt;
*Frost Nova&amp;lt;br&amp;gt;&lt;br /&gt;
*Poison Nova&amp;lt;br&amp;gt;&lt;br /&gt;
*Shock Wave&amp;lt;br&amp;gt;&lt;br /&gt;
*Fist of Heavens (Holy Bolts)&amp;lt;br&amp;gt;&lt;br /&gt;
*Wake of Fire&amp;lt;br&amp;gt;&lt;br /&gt;
*Claws of Thunder ''(only 2nd and 3rd charge charges have Next Delay. 1st charge does not trigger Next Delay)''&amp;lt;br&amp;gt;&lt;br /&gt;
*Phoenix Strike ''(only 2nd Chain Lightning and 3rd Chaos Orb charge have Next Delay. 1st charge does not trigger Next Delay)''&amp;lt;br&amp;gt;&lt;br /&gt;
*Dragon Flight&amp;lt;br&amp;gt;&lt;br /&gt;
*Battle Cry&amp;lt;br&amp;gt;&lt;br /&gt;
*Battle Command&amp;lt;br&amp;gt;&lt;br /&gt;
*Battle Orders&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Examples==&lt;br /&gt;
&lt;br /&gt;
2 sorcs are questing along and they encounter a monster. They both cast Chain Lightning targeting the same monster, but one player has a slightly faster reaction/casting speed/whatever than the other, so his CL hits the monster first. The first CL to hit starts the NextDelay timer, which lasts for 4 frames (0.16 seconds). The second, slower sorcs, ChainLightning will automatically miss if it &amp;quot;hits&amp;quot; the monster within the 0.16 seconds of the first CL. If the NextDelay from the first CL has already run out when the second CL &amp;quot;hits&amp;quot;, the monster will also receive the damage from the second spell (and reset the NextDelay timer again).&lt;br /&gt;
&lt;br /&gt;
A Wind Druid is spamming Twister at some Frenzytaurs. He is quite well equipped and hits the 11 fpc breakpoint. Thus he can hit a monster at least two times a second. The Frenzytaur in lead gets hit by the first Twister, and even the second Twister cast 11 frames later hits him. Since he is still under the influence of the NextDelay timer from the first Twister, which lasts 25 frames, he will only take damage from the first Twister. The damage from the second one will not be applied.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Credits==&lt;br /&gt;
&lt;br /&gt;
The information about NextDelay is taken from the diabloii.net Assassin FAQ.&amp;lt;br&amp;gt;&lt;br /&gt;
The first example is sirpoopsalot's from the Sorceress FAQ.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Help:FAQ&amp;diff=3274</id>
		<title>Help:FAQ</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Help:FAQ&amp;diff=3274"/>
				<updated>2008-01-27T23:26:51Z</updated>
		
		<summary type="html">&lt;p&gt;Joshgt2: Replaced &amp;quot;Hellgate: London&amp;quot; with &amp;quot;Diablo II&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=How do wikis work?=&lt;br /&gt;
&lt;br /&gt;
A wiki is an open source document that anyone can edit or add to. &amp;quot;All of us are smarter than any of us,&amp;quot; goes the theory.  Wikis are designed to be easy to edit; they are primarily text-based, and you do not need to know HTML or PHP or CSS or any other programming language to edit wiki pages.&lt;br /&gt;
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For more practical purposes, you can jump right in and edit text on this wiki without knowing anything more than how to click the &amp;quot;edit&amp;quot; button. &lt;br /&gt;
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=How can I help?=&lt;br /&gt;
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If you know about ''Diablo II'', you can fill in some pages that aren't yet online, or flesh out existing pages. A wiki is a living document, and with the game constantly evolving, there are always changes, updates, and corrections to be made to existing pages.&lt;br /&gt;
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If you're less of an D2 expert, or aren't comfortable writing original material, you can help improve existing pages. Almost every page on this wiki could be improved by adding links to other related pages, illustrating the information by inserting thumbnails or links to full screenshots, improving the navigation (by adding links or categorization) to help people find the pages they seek, or even just italicizing &amp;quot;Diablo II&amp;quot; as needed.&lt;br /&gt;
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If you have experience with wikis you can help fix up errors or formatting problems, or work with people who know ''Diablo II'' or writing, but aren't wiki experts.&lt;br /&gt;
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If you don't want to get that involved you can make smaller changes; fix typos, join the &amp;quot;discussion&amp;quot; on a page or in our wiki forums to suggest additions or corrections or different interpretations.&lt;br /&gt;
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=Do I need to know how to code?=&lt;br /&gt;
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No. Wiki markup is very simple, much less complicated and fussy than HTML.  Here's a markup page list all the codes you will need.  Alternatively, if you see something on a page that you'd like to replicate simply click 'edit' at the top of the page and see what the code is and copy and paste it to the page you're working on.&lt;br /&gt;
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Tables of Contents (like the one at the top of this page) are created automatically from the headings in a page.&lt;br /&gt;
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Don't be afraid to make changes if you have the info; there's a handy preview button before you commit :)&lt;br /&gt;
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*[[Help:Markup|Details of the Wiki Markup you can use]].&lt;br /&gt;
*Wikipedia.org hosts an [http://en.wikipedia.org/wiki/Help:Contents extensive help section] which will answer every conceivable question you might have about writing a wiki.&lt;br /&gt;
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=Do I need a Wiki account to contribute?=&lt;br /&gt;
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Yes, but there's a good chance you already have one. The HellgateWiki is linked to The Unoffical HGL Site forums, so if you're a forum member, you can use that account to edit the wiki. If you're not a forum member, [http://forums.diabloii.net visit them to sign up] (and for all your HGL discussion needs -- it only takes a moment.&lt;br /&gt;
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=Any guidelines to adding content=&lt;br /&gt;
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HellgateWiki prides itself on the high standard of site content and so we encourage everyone to check their updates for simple things like spelling and grammar. Also make sure you double check your info before committing. Accurate Hellgate: London information is the key!&lt;br /&gt;
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Do not add copyrighted content from another on or off-line publication to HellgateWiki.&lt;br /&gt;
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=Help, I need advice!=&lt;br /&gt;
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Don't worry, if you haven't found the help you need here there is always the HellgateWiki support forum. Feel free to ask questions about general wiki issues, as well as specific page content.&lt;br /&gt;
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=Can I cut and paste content from HellgateWiki to my own website?=&lt;br /&gt;
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You may not copy sections or pages from HellgateWiki. This wiki is a collaborative effort, and the pages are a result of the efforts of hundreds of HGL fans. Contributors to the HellgateWiki have given permission for their work to appear in this wiki, on this site. But nowhere else.&lt;br /&gt;
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Short, fair use quotations from HellgateWiki are permitted, (if you want to cite facts to back up your argument in a Hellgate Forum discussion, for instance) providing you clearly cite the source of the quote and provide a link back to the original page on HellgateWiki.&lt;br /&gt;
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==Can I cut and paste content from other websites to HellgateWiki?==&lt;br /&gt;
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No, not unless you have the express permission of the copyright holder. Information submitted to HellgateWiki should be your original writing, and don't lie, or we'll know. Quotations are permitted (and encouraged) to support your info, but they should come from original sources, (such as interviews with Hellgate Team members), and not someone else's summary of the information. Read and research, then write your own material.&lt;br /&gt;
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=If I create a page can I stop others amending it?=&lt;br /&gt;
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No. The whole point of a wiki is that all of us are smarter than one of us, and that as much as you or I know about some topic, someone else knows more.  That being said, intentional misinformation, inflammatory or libelous comments are prohibited, and pages that deal with controversial subjects or are victimized by malicious editing may be temporarily locked.&lt;br /&gt;
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=Can I post my strategy guide on HellgateWiki?=&lt;br /&gt;
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No. The Diablo Wiki is not an appropriate venue for strategy guides. This wiki is the best available source for Diablo II information and fact, and writers should not be afraid to offer opinions, but this is not the place for strategy guides. Strategy submissions are welcome at the strategy section of The Unofficial Site, of course.&lt;/div&gt;</summary>
		<author><name>Joshgt2</name></author>	</entry>

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