D2R Unidentified Items

Unidentified item gambling

Discover 5 gambling activities in Diablo 2. Try your luck at a big win.

How it works

  1. Prepare an unidentified item

    Use an unidentified drop or traded item. First check its name color, base and ethereal status.

  2. Identify it

    Select the item using a Scroll or Tome of Identify, or ask Deckard Cain in town to identify it.

  3. Compare key modifiers

    Compare the revealed class, element and values with the criteria below. Identifying it again cannot change the modifiers.

Getting started Charm attributes · Resistances · Class are the first things to compare.

Shared rules

Identifying reveals an already-hidden result. Changing location or character level when identifying cannot guarantee better modifiers.

Charms

Start with the attributes and class your setup needs.

Annihilus

Annihilus

First target to check All Attributes 20 / All Resistances 20 / Experience 10%

Attributes and resistances help equipment requirements and survival; bonus experience helps leveling. Compare the three values separately.

All Skills is fixed at +1. A 20/20/10 result maximizes all three variable modifiers.

Key variable modifiers Modifier ranges

Annihilus variable modifiers
Modifier Range
All Attributes +10~20
All Resistances +10~20
Additional Experience 5~10%

Hellfire Torch

Hellfire Torch

First target to check Your class skills +3 / All Attributes 20 / All Resistances 20

Check the class first, then attributes and resistances. High rolls do not give you a skill bonus if the class does not match yours.

It is not locked to the class that finds or identifies it. Prices and class popularity vary by season and game mode.

Key variable modifiers Modifier ranges

Hellfire Torch variable modifiers
Modifier Range
Class skills Random class +3
All Attributes +10~20
All Resistances +10~20

Gheed's Fortune

Gheed’s Fortune

First target to check Farming: MF 40% / Gold gambling: Vendor Prices 15%

Priorities depend on use. Check MF first for farming, or Reduced Vendor Prices to lower gambling costs.

The maximum combination is 40 MF / 15 vendor discount / 160 extra gold. Even with low MF, the charm can be useful for gambling.

Key variable modifiers Modifier ranges

Gheed’s Fortune variable modifiers
Modifier Range
Better Chance of Getting Magic Items 20~40%
Reduces All Vendor Prices 10~15%
Extra Gold from Monsters 80~160%

Weapons & armor

Start with the values directly benefiting your main skill.

Griffon's Eye

Griffon’s Eye

First target to check Enemy Lightning Resistance −20% / Lightning Skill Damage +15%

Check both offensive modifiers for lightning attacks. Prioritize them over Defense when comparing damage potential.

A −20/+15 result maximizes the key offensive modifiers. A fully perfect result including Defense is a separate target.

Key variable modifiers Modifier ranges

Griffon’s Eye variable modifiers
Modifier Range
Enemy Lightning Resistance −15~−20%
Lightning Skill Damage +10~15%
Defense +100~200

Titan's Revenge

Titan’s Revenge

First target to check Ethereal status first / Enhanced Damage 200% / Life Leech 9%

Ethereal status is not newly determined on identification. You can already see it while unidentified, so compare matching conditions.

Non-ethereal Titan’s still provides skills and Replenishes Quantity. Being non-ethereal does not remove its usefulness.

Key variable modifiers Modifier ranges

Titan’s Revenge variable modifiers
Modifier Range
Enhanced Damage 150~200%
Life Stolen per Hit 5~9%

Death's Web

Death’s Web

First target to check Poison and Bone Skills +2 / Enemy Poison Resistance −50%

All Skills is fixed at +2; Poison and Bone Skills rolls separately at +1~2. Do not confuse these two skill lines.

Life and Mana after Each Kill also vary, but check poison skills and resistance reduction first.

Key variable modifiers Modifier ranges

Death’s Web variable modifiers
Modifier Range
Poison and Bone Skills +1~2
Enemy Poison Resistance −40~−50%
Life after Each Kill +7~12
Mana after Each Kill +7~12

Death's Fathom

Death’s Fathom

First target to check Cold Skill Damage +30%

Check Cold Skill Damage first, then Fire and Lightning Resistance. High values on both resistances can ease requirements on other equipment.

The key target is 30% Cold Skill Damage. The maximum combination of all three variable modifiers is 30 / 40 / 40.

Key variable modifiers Modifier ranges

Death’s Fathom variable modifiers
Modifier Range
Cold Skill Damage +15~30%
Fire Resist +25~40%
Lightning Resist +25~40%

Ormus' Robes

Ormus’ Robes

First target to check A skill you use +3 / Its elemental damage +15%

First check whether the skill is one your build uses, such as Blizzard, Lightning, Nova or Enchant. Then compare damage for that skill's element.

Not every Sorceress skill is eligible. Level 30 skills are excluded, and high damage for another element does not benefit your main skill instead.

Key variable modifiers Modifier ranges

Ormus’ Robes variable modifiers
Modifier Range
Fire Skill Damage +10~15%
Cold Skill Damage +10~15%
Lightning Skill Damage +10~15%
Regenerate Mana 10~15%
Defense +10~20

Eschuta's Temper

Eschuta’s Temper

First target to check Sorceress Skills +3 / Main element's damage +20%

Check the Sorceress skill bonus first, then Fire or Lightning Skill Damage. A high value for your main element matters.

Skill Damage does not necessarily increase final damage by the same proportion. Mastery and other equipment effects also apply.

Key variable modifiers Modifier ranges

Eschuta’s Temper variable modifiers
Modifier Range
Sorceress Skills +1~3
Fire Skill Damage +10~20%
Lightning Skill Damage +10~20%
Energy +20~30

Jewels & Sunder Charms

Check a jewel's element, or a Sunder Charm's version and penalty.

Rainbow Facet

Rainbow Facet · Unique Jewel

First target to check Required element / Skill Damage +5% / Enemy Resistance −5%

Check the Fire, Cold, Lightning or Poison element and whether the proc triggers on death or level-up. A 5/5 result maximizes both damage increase and resistance reduction.

Do not infer the element, roll or proc from the jewel's appearance or color. Match the element you need first.

Key variable modifiers Modifier ranges

Rainbow Facet variable modifiers
Modifier Range
Elemental Skill Damage +3~5%
Enemy Elemental Resistance −3~−5%
Element 4 types
Proc trigger Death / Level-up

Check the elemental Sunder Charm version first

Original Fire, Cold, Lightning and Poison Sunder Charms apply −90~−70% to your own corresponding resistance. A roll of −70% has the smaller penalty. This does not mean the charm applies −70% to an enemy's resistance.

Original Sunder Charm penalties
Type Variable range Smaller penalty
4 elements Your corresponding resistance −90~−70%−70%
Physical Physical Damage Received +10~20%+10%
Magic Your Magic Resistance −65~−45%−45%

This table covers the original Sunder Charms. Reign of the Warlock also has Latent and Renewed Sunder Charms. Renewed charms are separate Cube-crafted items with additional modifiers, so do not judge them from this table alone.

Check Season 15 Sunder Charm changes →

Before you start

What you can know before identification

  • Quality · Base · Ethereal status

    Check Unique quality, base item type and the ethereal marking first. Identification does not change ethereal status.

  • Compare matching conditions

    Even with the same name, use and trading conditions differ by ethereal status, class, element, season and game mode.

What to keep after identification

  • Distinguish key targets from a fully perfect item

    Griffon's with its two key rolls at −20/+15 differs from a fully perfect result that also maximizes Defense.

  • Does your current build need it?

    Lower rolls can still complete a setup. The targets on this page are not fixed sale prices or guaranteed profit.