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How Gambling Works PDF Print E-mail
Written by Jarulf   
Friday, 18 August 2000

Bolty's Note: Gambling was very much a mystery in the early days of Diablo II.  Jarulf helped to clear up a number of misconceptions about gambling over time, and here was one of his more major discoveries on the matter. While this info is no longer current in patch 1.07 and above, it was the "guide" for gambling at the time.

I will now, as someone on this forum put it, "drop a tiny bit of knowledge here and there." When you gamble, it is well known that your character level influences how "good" the item will be. The more proper way to put it is that the "ilvl", that is the level used to create the magical properties on the item, such as picking prefixes and suffixes, is picked in the following way:

clvl + Rnd[10] - 5

That is, it ranges from 5 levels below your clvl up to 4 levels above your clvl. It will always be a minimum of 5 though. Note that for each item, a new random ilvl will be determined.

The quality type of the item created is randomly determined as follows:

unique: 3.00%
set: 5.00%
rare: 6.99%
magical: 85.01%

Don't blame the odd decimal numbers on me.

The game will always have 12 different items for you to gamble on, meaning that on average 14.99% or 1.8 items will be "better" than magical. It is completely random, though, so there might be just 12 magical items or indeed even 12 unique items (that is highly unlikely though).

The base item picked also needs to fulfill the requirement that the qlvl of the base item must to be equal or lower than the ilvl. Below are listed all items that are available for gamble and their qlvl (listed in qlvl order). The game will pick base items at random from the list and check for the level requirement.

Happy gambling!!

PS! A note for Crystalion. The items are created when you hit the gamble option on the menu of the NPC. Whether the game actually sends the complete items to the client, I have no idea about; but, if you play single player or host a multiplayer game, you DO have full control and thus if you really want, knowledge about the items. On the other hand, if you know how to check that you probably also know how to, for example, create any set or unique item you want at will and also a rare of a specific type, so it's nothing major to be upset about. The problem is if the server sends the client the complete item info on realm chars, but as I said, I don't know about that.

1 amulet
1 ring
1 Club
1 Short Sword
1 Short Bow
1 Cap
1 Quilted Armor
1 Buckler
3 Hand Axe
3 Dagger
3 Leather Armor
3 Leather Gloves
3 Boots
3 Sash
4 Spiked Club
5 Scimitar
5 Spear
5 Bardiche
5 Hunter's Bow
5 Skull Cap
5 Hard Leather Armor
5 Small Shield
6 Large Axe
6 Light Crossbow
7 Axe
7 Heavy Gloves
7 Heavy Boots
7 Light Belt
8 Mace
8 Saber
8 Long Bow
8 Studded Leather
9 Dirk
9 Trident
10 Two-Handed Sword
11 Falchion
11 Crystal Sword
11 Voulge
11 Helm
11 Ring Mail
11 Large Shield
11 Spiked Shield
12 Broad Axe
12 Composite Bow
12 Chain Gloves
12 Chain Boots
12 Belt
13 Double Axe
13 Morning Star
13 Scale Mail
15 Broad Sword
15 Scythe
15 Crossbow
15 Full Helm
15 Chain Mail
15 Kite Shield
16 Brandistock
17 Battle Axe
17 Claymore
17 Kriss
18 Short Battle Bow
18 Breast Plate
19 Military Pick
19 Flail
19 Mask
19 Bone Shield
20 Long Sword
20 Spetum
20 Splint Mail
20 Light Gauntlets
20 Light Plate Boots
20 Heavy Belt
21 Maul
21 Giant Sword
21 Poleaxe
22 Tower Shield
22 Bone Helm
23 Great Axe
23 Blade
23 Long Battle Bow
23 Great Helm
24 Bastard Sword
24 Pike
24 Heavy Crossbow
24 Plate Mail
25 War Axe
25 War Hammer
27 Giant Axe
27 War Sword
27 Flamberge
27 Short War Bow
27 Gaunlets
27 Greaves
27 Plated Belt
28 Field Plate
29 Halberd
29 Crown
30 Gothic Shield
31 Long War Bow
32 Great Maul
32 Gothic Plate
33 Great Sword
33 Repeating Crossbow
34 War Scythe
35 Light Plate
37 Full Plate Mail
40 Ancient Armor