Difference between revisions of "Quest Items"
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Revision as of 00:41, 16 January 2010
Diablo II Items [e] | |
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Weapons | |
Axes • Bows • Crossbows • Daggers • Javelins • Maces • Polearms • Scepters • Spears • Staves • Swords • Throwing • Wands | |
Armor | |
Belts • Body Armor • Boots • Circlets • Gloves • Helms • Shields | |
Class-specific | |
Assassin Items • Amazon Items • Barbarian Items • Druid Items • Necromancer Items • Paladin Items • Sorceress Items | |
Other | |
Charms • Class Items • Crafted • Horadric Cube • Runes • Set Items • Uniques • Jewels • Sockets | |
Guides and Stats | |
Calculations • Gambling • Item Generation • Modifiers • Runewords • Quest Items • Potions • Ethereal • Gems • Base Item Levels • Misc |
Out of the 21 quests in the game, 11 require the use (or discovery) of a special item in order to be completed. Probably the most involved of these is Khalim's Will, in Act 3. This quest will have you running around the jungle searching for a number of items that will then be placed in the always-handy Horadric Cube and transmuted along with a special flail to make another special flail (sounds fun).
All quest items are unique. While you can use the weapons, they do disappear upon completion of the quest. And no, just like with gemmed items, you can't yank out the Horadric Staff after placing it in its receptacle (Can you say, "sword in the stone"?).
The Items
All quest items from the game have been arranged in this table. Q# refers to which act the quest is in, and which number it is within that act. So 1.3 would be Act 1 Quest 3. Numbering starts at 1 in the upper left corner of the quest log, and goes to 6 in the lower right corner (except for Act 4).