Difference between revisions of "Requirements"

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{{Item nav}}
 
{{Item nav}}
 
{{Intro}}
 
{{Intro}}
Most items have requirements that need to be met before they can be used and apply any bonuses to a player character or [[mercenary]]. Items that cannot be used have a red background in inventory, and requirements which aren't met are highlighted in red in their description window.
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Most items have requirements that need to be met before they can be used and apply any bonuses to a player character or [[mercenary]]. Items that cannot be used have a red background in inventory or stash, and requirements which aren't met are highlighted in red in their description window.
 
*The [[Expansion]] introduced items which can only be equipped by a specific class:
 
*The [[Expansion]] introduced items which can only be equipped by a specific class:
  
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*[[Charged suffix]] rlvls are much lower for skills belonging to a character's own class.
 
*[[Charged suffix]] rlvls are much lower for skills belonging to a character's own class.
*{{Cb|=Crafted}} item rlvl increases by 10 plus 3 for each random affix (so maximum +22 with four affixes), thus minimum rlvl 13 with one affix and no other rlvl > 13. There is a ceiling of maximum rlvl 98.
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*Crafted item rlvl increases by 10 plus 3 for each random affix (so maximum +22 with four affixes), thus minimum rlvl 13 with one affix and no other rlvl. There is a ceiling of maximum rlvl 98.
*A Normal {{Rb|=rare}} or {{Ub|=Unique}} item which has been [[Horadric Cube#Upgrade|upgraded]] to Exceptional using the [[Horadric Cube|{{Ub|=Horadric Cube}}]] has rlvl +5; upgrading Exceptional to Elite results in rlvl +7. These increases are cumulative, so upgrading Normal to Exceptional, then Exceptional to Elite results in rlvl +12.
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*A Normal rare or Unique item which has been [[Horadric Cube#Upgrade|upgraded]] to Exceptional using the [[Horadric Cube|{{Ub|=Horadric Cube}}]] has rlvl +5; upgrading Exceptional to Elite results in rlvl +7. These increases are cumulative, so upgrading Normal to Exceptional, then Exceptional to Elite results in rlvl +12.
*Weapons and armor often have minimum required [[Strength]] to equip them, while some weapons also have minimum required [[Dexterity]]. However, items that cannot be equipped can still be picked up and placed in inventory and stash.
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*[[Item type#Weapon|Weapons]] and [[Item type#Armor|armor]] often have minimum required [[Strength (attribute)|Strength]] to equip them, while some weapons also have minimum required [[Dexterity]]. However, items that cannot be equipped can still be picked up and placed in inventory or stash.
*After recovery of corpse following [[death (Basic)|death]], or swapping weapons in Expansion games, items will normally be equipped in the following order:
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*After recovery of corpse following [[death (Basic)|death]], charms in inventory are already equipped then the game attempts to equip remaining items in the following order:
  
  
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#[[Amulet|Neck]]
 
#[[Amulet|Neck]]
 
#[[Body armor|Torso]]
 
#[[Body armor|Torso]]
#'''Right arm'''
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#'''[[Item type#Weapon|Right arm]]'''
#'''Left arm'''
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#'''[[Shield|Left arm]]'''
 
#Right [[ring]]
 
#Right [[ring]]
 
#Left ring
 
#Left ring
#Belt
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#[[Belt|Waist]]
 
#[[Boots|Feet]]
 
#[[Boots|Feet]]
#[[Gloves]]
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#[[Gloves|Hands]] [https://www.theamazonbasin.com/forums/index.php?/forums/topic/88974-when-you-grab-your-body/&do=findComment&comment=1097119]
 
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|}
  
  
*Finally, any swap weapons (II) on the right then left arm will be equipped in Expansion games. Charms in inventory are equipped first when recovering a corpse, and last once equipped. [http://www.mannm.org/d2library/faqtoids/str_eng.html#eqord] If item requirements cannot be met without Strength (or Dexterity) bonuses from items equipped later, then items normally equipped before will now be equipped '''after''' those later items. This changed order can affect casting order of [[Chance to Cast]] modifiers, and which weapon is primary for an Assassin or Barbarian equipping [[two weapons]].
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*Finally, any [[Two weapons#Swap weapons|swap weapons]] (II) on the right then left arm will be equipped in Expansion games. Any items which cannot be equipped will be placed in inventory or remain on the corpse if there isn't sufficient space.
*{{Warn|=An item's own Strength (or Dexterity) bonus can be used to meet its requirements after removing items whose bonuses allow it to be equipped.}} However, if an item cannot be equipped without its own Strength (or Dexterity) bonus upon recovery, it (and any later item(s) which cannot be equipped without that bonus) will be placed in inventory or remain on the corpse if there isn't sufficient space.
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*Items are also equipped upon entering a game, although the attempted equipping order changes slightly: charms are now equipped after gloves, and finally right arm then left arm. [http://www.mannm.org/d2library/faqtoids/str_eng.html#eqord] After swapping weapons in Expansion games, the game also attempts to equip right arm before left arm (all other items normally remain equipped, unless bonuses from swapped items were needed to equip them).
*{{Warn|=In a [[Multiplayer]] [[Expansion]] game, any items that require Strength or Dexterity bonuses from charms to equip them (or which require bonuses from those that do) will not be equipped on the client of other players in that game: if these items are normally visible, they will not be. If these items have modifiers affecting animation (like [[Faster Run/Walk]]), this can result in client and server not being synchronised: things will not be as they appear.}} [http://www.mannm.org/d2library/faqtoids/str_eng.html#strbug]
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*If item requirements cannot be met without bonuses from items equipped later, then items normally equipped before will now be equipped '''after''' those later items. This can affect casting order of [[Chance to Cast]] modifiers, and which is the primary weapon for an Assassin or Barbarian equipping [[two weapons]].
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*{{Warn|=An item's own Strength or Dexterity bonuses can be used to meet its requirements after removing items with equivalent bonuses allow it to be equipped.}}
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**For example, [[Leviathan|{{Ub|=Leviathan Kraken Shell}}]] has required Strength 174 and +(40-50) Strength of its own, so (124-134) Strength and +(40-50) Strength from other items would allow it to be equipped. Those items could then be removed and its own +(40-50) Strength would allow it to remain equipped.
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**However, upon entering a game it only remains equipped if its own bonus and those from items equipped '''before''' it (head and neck) meet its required Strength: if bonuses from later items are required, and it cannot be equipped without its own bonus, then it will '''not''' be equipped.
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**Furthermore, after recovering a corpse following death, it will only be equipped if its own bonus is not required for it to do so, regardless of equipping order.
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*{{Warn|=Bonuses from gems, rune or jewels socketed in a weapon can only be used once it is equipped: otherwise, these bonuses are '''not''' used to equip the item.}} For example, a [[Chaos|{{Ub|=Chaos}}]] [[Suwayyah]] has required Strength 99, required Dexterity 99, and +10 Strength. However, this is from a socketed [[Fal Rune|{{Cb|=Fal Rune}}]] so an Assassin with just 89 Strength would no longer equip it after entering a game, swapping weapons or recovering a corpse.
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*{{Warn|=In a [[Multiplayer]] Expansion game, any items that require Strength or Dexterity bonuses from charms to equip them (or which require bonuses from those that do) will not be equipped on the client of other players in that game: if these items are normally visible, they will not be. If these items have modifiers affecting animation (like [[Faster Run/Walk]]), this can result in client and server not being synchronised: things will not be as they appear.}} [http://www.mannm.org/d2library/faqtoids/str_eng.html#strbug]
 
{{Mb|=Requirements -%}} reduces required Strength and Dexterity by a percentage, rounding down. For example, [[Sacred Armor]] normally has required Strength 232: {{Mb|=Sacred Armor of Simplicity}} has Requirements -30%, so required Strength  232 - [232 * 30/100] = 163. An ethereal item reduces required Strength and Dexterity by 10 each, so ethereal {{Mb|=Sacred Armor of Simplicity}} has required Strength 163-10 = 153.
 
{{Mb|=Requirements -%}} reduces required Strength and Dexterity by a percentage, rounding down. For example, [[Sacred Armor]] normally has required Strength 232: {{Mb|=Sacred Armor of Simplicity}} has Requirements -30%, so required Strength  232 - [232 * 30/100] = 163. An ethereal item reduces required Strength and Dexterity by 10 each, so ethereal {{Mb|=Sacred Armor of Simplicity}} has required Strength 163-10 = 153.
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*{{Warn|=Requirements -% from a [[Hel Rune|{{Cb|=Hel Rune}}]] or {{Rb|=Jewel of Freedom}} socketed in an item is '''not''' used when equipping it after entering a game, swapping weapons or recovering a corpse: the item will only be equipped if a character's Strength and Dexterity (excluding any bonuses from the item itself) meet the reduced requirements, or if Strength and Dexterity (including any bonuses from the item itself) meet the requirements of the base item (ethereal or otherwise). [https://www.theamazonbasin.com/forums/index.php?/forums/topic/101632-strength-dexterity-and-weapon-swap/&tab=comments#comment-1271267] If the item '''can''' be equipped, equipping order can be affected if it cannot be equipped before Requirements -% is taken into account.}}
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**For example, a [[Colossus Blade]] has required Strength 189 and required Dexterity 110, or 179 and 100 respectively when ethereal; an ethereal [[Breath of the Dying|{{Ub|=Breath of the Dying}}]] Colossus Blade has Requirements -20% from a {{Cb|=Hel Rune}}, thus reducing requirements to 142 and 78 respectively.
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**If its +30 [[All Attributes]] is used to keep it equipped, 112 Strength and 48 Dexterity allows it to remain equipped after removing the bonuses which first allowed it to be equipped. However, upon entering a game, swapping weapons or recovering a corpse, it would no longer be equipped since 112 Strength and 48 Dexterity are insufficient to meet the reduced requirements (142 and 78 respectively), and 142 and 78 are insufficient to meet the requirements of the ethereal Colossus Blade (179 and 100 respectively).
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**142 Strength and 78 Dexterity '''are''' sufficient to meet the reduced requirements and allow it to be equipped, but if a Barbarian can equip a second weapon without Requirements -% from socketed runes or jewels, equipping order changes upon entering a game, swapping weapons or recovering a corpse if the ethereal Colossus Blade was the primary weapon: the second weapon is now equipped first, becoming the primary weapon.
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**This second weapon will remain the primary weapon unless the player manually changes the equipping order by removing and equipping it again. Otherwise, the ethereal Colossus Blade can only remain the primary weapon with minimum 179 Strength and 100 Dexterity to meet its requirements without the reduction.
  
  
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|25
 
|25
 
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<span style=font-size:90%><sup>1</sup> Excluding [[orb]] and [[Item type#Melee|rod]]</span>
 
 
<sup>1</sup>Excluding [[orb]] and rod
 
 
 
  
  
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==Reference==
 
==Reference==
*[http://www.theamazonbasin.com/d2/forums/index.php?showtopic=61503 Strength, dexterity and weapon swap] (Technical Discussion)
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*[https://www.theamazonbasin.com/forums/index.php?/forums/topic/101632-strength-dexterity-and-weapon-swap/ Strength, dexterity and weapon swap] (D2 Technical)
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*[https://www.theamazonbasin.com/forums/index.php?/forums/topic/88974-when-you-grab-your-body/ When you grab your body] (D2 Technical)
 
*librarian, [http://www.mannm.org/d2library/faqtoids/str_eng.html The Pusher: Strength] (FAQtoids)
 
*librarian, [http://www.mannm.org/d2library/faqtoids/str_eng.html The Pusher: Strength] (FAQtoids)
  

Latest revision as of 10:07, 19 September 2021