• If you find any errors in ES Database or ES Wiki, please post them in Errata section. (Click EDIT at the upper right of the heading "Errata".) If you are familiar with Wiki format you can directly edit the errors in Wiki.

Recent Changes of ES

ES 3.00 R5 (work in progress)
ES 3.00 R4G (Jun 03, 2007)
ES 3.00 R4E/F (May 14-15, 2007)
ES 3.00 R4D (Apr 29, 2007)
ES 3.00 R4C (Apr 13, 2007)
ES 3.00 R4A/B (Mar 30-31, 2007)
ES 3.00 R4 (Mar 16, 2007)
ES 3.00 R3F/G/H (Jan 31 - Feb 02, 2007)
ES 3.00 R3D/E (Jan 03, 2007)
ES 3.00 R3C (Dec 23, 2006)
ES 3.00 R3/A/B (Dec 12-15, 2006)
ES 3.00 R2J/K (Nov 06, 2006)
ES 3.00 R2H (Nov 04, 2006)
ES 3.00 R2G (Oct 29, 2006)
ES 3.00 R2E/F (Sep 27, 2006)
ES 3.00 R2D (Sep 12, 2006)
ES 3.00 R2C (Sep 01, 2006)
ES 3.00 R2B (Aug 26, 2006)
ES 3.00 R2A (Aug 24, 2006)
ES 3.00 R2 (Aug 23, 2006)
ES 3.00 R1x (May 24 - Jul 12, 2006)


  • The database says that 'Jeweler's' prefix can give a magic shield the maximum of 3 sockets. However, I rolled a necro head with 4 sockets, so I guess 'tors' should be changed to 'armo'? Also, socketing that shield with 4 jewels didn't make it merc only, is it a bug or a feature of Jeweler's prefix? -Easytough
  • The names of the following prefixes are incorrect in database: 'Accursed' -> 'Cursing', 'Vodoun' ->'Mojo' -Easytough
  • Unique Armor - Circlets: Coronnet (nor -> exc), Faceguard (nor -> exc), Tiara (exc -> eli)
  • Dwarven Faceguard and Dwarven Faceplate base armor: change description from Strength Automods to Extra Gold Automods
  • The Lovers

Known Issues

  • Please also see LoD 1.10 Bugs (Alive)
  • Any hack/cheat programs can cause a crash or an error.
    • Please don't use any.
  • Normal (white) Throwing Weapons disappear when used up.
    • This is a normal behavior of D2, but any socketables inside are also lost.
    • Please watch for the quantity warning so as not to lost Runeworded/D-Stoned ones.
  • All Quivers disappear when used up.
    • Please note Magic, Rare and Unique Quivers also disappear, unlike Magic, Rare and Unique Throwing Weapons don't disappear. Since all quivers are normal quality in LoD, D2 treats any quivers just like normal ones.
    • Please watch for the quantity warning so as not to lost good ones.
  • Quivers and Throwing Weapons no longer show the quantity when they have any sockets.
    • This is a bug of D2 but never occurs in LoD where you can't make sockets on them.
    • You can see the quantity of a socketed Throwing Weapon by selecting normal attack icon.
  • Act 5 Hirelings can't equip two swords.
    • If you give them the 2nd sword, it's lost forever. This is a bug of D2Mod Hirelings Plugin.
  • The items given to a hireling can be lost or get invisible.
    • This is a bug of D2Mod Hirelings Plugin and rarely occurs.
    • Giving an item at the hireling panel is safer than dropping it on the hireling icon.
    • You may be able to take out the lost item by giving a new item on the item slot.
  • The spray of Arctic Blast is invisible when cast in wereform.
    • To keep casting Arctic Blast in wereform, you have to repeat clicking.
    • Arctic Blast in wereform is offered as is, instead of being deleted, by the request of users.
  • Too many properties on an item cause a display error or a crash.
    • If an item has too many properties (25+ or so), the properties can't be displayed, or even worse, D2 crashes.
    • Multiple socket set pieces (Hireling Sets, Tasselhoff's, etc.) tend to cause this error.
    • It's desirable to D-Stone less kind of properties on an item as possible.
    • If the item has many sockets, it's desirable to socket similar socketables as possible.
    • If you find one of your item cause a crash when you see the properties:
      • Grab something and drop it on the corrupted item.
      • Now you're grabbing the corruptd item without seeing the properties.
      • Put it into the cube and unsocket without seeing the properties.
      • If unsocketing doesn't help, throw it away on the ground.
  • "character has too many items"
    (quoted from Afterlife Forum)
    This mainly happens to me when i leave the shared stash on and go out fighting, try turning it to personal stash first before going fighting. (XIxJunIoRxIX)
    • This error also occurs without PlugY, but this can be a possible solution for you.
  • "eComponent < NUM_COMPONENTS"
    (quoted from ZyEl Web Site)
    Added: August 15/04; unresolved
    Error message or bug:
    02:04:55.531 -------- FILE: D2Client\ENGINE\Gfx.cpp LINE: 1303 --------
    Assertion Failure
    Location : D2Client\ENGINE\Gfx.cpp, line #1303;
    Expression : eComponent < NUM_COMPONENTS;

    Cause: This error is caused by a bad graphic animation sequence which has not been clearly identified as of yet. It only occurs intermittently and mainly during very intense graphic sequences in multi-player games. Could it be a lag problem - don't know. Could it be a graphic card problem- don't know. Could it be a graphics setting in game - don't know.
    Solution: re-enter the game and go through the same section again. The crash is not likely to happen in the same spot again. Eventually, you'll get through to the next section of the map without mishap.

27 State Crash Bug

  • If a character has 27 states or more, that player makes nearby players crash in multiplayer games.
  • Each passive skill uses a state, so some classes like Barbarian tend to come across this problem.
  • Unique charms, aura items and some oskill items also uses a state, so rich players tend to come across this problem, too.
  • To avoid this problem, most passive skills are changed so that they use the same single state via a special charm Passive Enabler in R5.
  • Each of following skills/effects/items uses a state:
    • Weapon Masteries and Weapon Block.
      (Other passive skills including Elemental Masteries don't use any state of their own in R5 and later.)
    • Auras, Assassin Auras, Curses, Warcires, Armor Spells and any other spells that affect you.
    • Special effects from minsters that have a duration (Chill, Stun, etc.).
    • Special effects from shrines and potions that have a duration (Stamina, Skill +, etc.).
    • Carry One items (Unique Charms, White Odd Charm).

LoD 1.10 Bugs

  • Some of LoD 1.10 bugs have been fixed, but most bugs are hard-coded and haven't been fixed.

LoD 1.10 Bugs (Fixed)

  • Gloams Lightning Damage Bug
    • Gloams (Hiddens in ES) deal bugged Lightning damage in 1.10. This bug is fixed in ES.
  • Tomb Viper Poison Cloud Bug
    • Tomb Viper's poison clouds also deal physical damage per frame. This bug is fixed in ES.
  • Act 5 Fallen Shaman Display Bug
    • Fallen shamans in Act 5 shows they resurrect wrong type of Fallens. This bug is fixed in ES.
  • Act 4 Stained Glass Display Bug
    • Stained Glasses in Act 4 shows their name as "An Evil Force". This bug is fixed in ES.
  • Mercenary and Aura Item Bug (1)
    • By a certain method, players can receive the aura damage of Holy Auras (Holy Fire, Holy Freeze and Holy Shock) from aura items as many times as they wish. This bug had been badly exploited on Battle Net to do PK, and was fixed at July 2006, by the server side patch. This bug is fixed by an original method in ES.
    • Due to this fix, the slvls of multiple Holy Aura items aren't added up, but they work separately in ES. (This limitation is Holy Auras only, and other auras work as before.) This change reduces the damage if you have multiple Holy Aura items of a kind. The good point is, now they work on top of player's Holy Aura.
  • Fire Enchanted Boss Bug
    • The death explosion damage of FE boss, which was nerfed only by the server side patch in LoD 1.10, is nerfed in ES.
    • FE bosses are no longer spawned in NM and Hell.
    • Undead Stygian Dolls are not FE bosses and still remain in the game.
  • Inferno Bug
    • Inferno, Arctic Blast and Inferno sentry only deal 1/2 to 1/3 of their listed damage. The animation for the area of effect is also misleading, as the damage does not occur in the entire area of the graphic.
    • Inferno and Arctic Blast are given better Elemental Damage and additional Physical Damage in ES. The missile speed is also improved, which may reduce the misleading.
    • Inferno Senrty is replaced with Steam Sentry, which isn't an Inferno type skill.

LoD 1.10 Bugs (Alive)

  • Lightning Enchanted Boss Bug
    • If an LE boss also has FE or CE, it constantly emits invisible Corpse Explosion or Frost Nova, which often leads to one hit kill. LE bosses seem to deal buggy Poison Damage if it also has Spectral Hit. Please be prepared, especially when you play HC.
  • Ethereal Armor Upgrade Bug
    • The upgrade recipes of rare and unique armor removes the ethereal defense bonus in 1.10.
  • Synergy Bug (Marrowalk Bug)
    • Charged skills work as the synergy for other skills, as long as you don't put any skill point into that skill. This is originally a bug but is considered a feature in ES, and some items are intentionally given some charged skill for the synergy.
  • Malah's Resist Scroll Bug
    • When you die, the resist bonus is displayed but doesn't work until you re-enter the game.
  • Amazon Bow Skill AR Bug
    • The Amazon's bow skills don't receive the AR bonus, but the false AR is reflected in the character screen. It was impossible to fix this bug, so the bonus itself has been removed in ES, so that the correct AR is displayed in the character screen.
  • Min/Max Damage and ED Jewel Bug: If a jewel with Min/Max Damage and Enhanced Damage is socketed into armor, the ED part doesn't work correctly. Please socket those jewels into weapons.
  • Leap Attack and Charge Bug
    • When you are using these skills and hit at a certain moment of the attack, the attack may be disabled until the next game.
  • Fend Bug
    • The Dodge/Avoid/Evade animations during Fend make further attacks in that Fend cycle miss. This bug isn't fixed, but it matters less in ES, because:
    • The interval of each Fend cycle is 40% shorter in ES
    • The attack number is capped at 7 in ES (12 in LoD)
    • The D/A/E animations take only 4 frames for 1H melee weapons and 1 frame for 2H melee weapons (8 frames in LoD).
  • Mercenary and Aura Item Bug (2)
    • When your mercenary dies, you have to re-equip their aura item to activate the aura from the item again.
  • Stuck Character Bug
    • Characters can get stuck between the map objects like the graves, caskets, armor/weapon stands, etc.
    • Teleporting (or sometimes using a town portal) can be used to get out. Otherwise, a Save and Exit is necessary.
  • Invisible Mercenary Bug
    • The mercenary can rarely be invisible, but still attacks and gets attacked. This appears to be a display bug only.
  • Oskill Whirlwind Bug
    • If a character levels up during a Whirlwind, he/she will get stuck and unable to interact with the game. A Save and Exit fixes the problem.
  • Oskills Disappearance
    • Hovering the mouse cursor over an item with a class-specific skill bonus disables the oskill of the same kind. For example, hovering over a staff with "+1 To Teleport (Sorceress Only)" makes the oskill Teleport disappear from the icon pool.
    • Reequipping the oskill item enables the oskill again.
  • Character Status Graphic Bug
    • Characters and mercenaries may stay green or blue, even after the poison/cold duration expires. This display glitch also occurs with Curse and Aura graphics.
  • Door Graphic Bug
    • Sometimes open doors are displayed as if they are closed.
  • CtC/Charged Minion Bug
    • Minions summoned by CtC spells or charges sometimes die or expire without any reason. CtC minions can also crash the game, if the skill is activated by a mercenary or an Iron Golem.
    • For this reason, CtC minions have been removed from ES. (The only remaining CtC minion is CtC Valkyrie on LoD "Peace" runeword.)
    • Charged minions still exist, because they can be useful for synergy, but please note those charged minions may suddenly die and are less reliable.
    • Also &color(red){Charged minions immediately expire when there is no charge]; on your item. This means the last charge is of no use. Charged minions have at least 2 charges in ES for this reason.
  • Mana Burn Bug
    • Mana Burn monsters drain mana 256 times the intended amount. This leads most mana burn attacks to empty a players mana bulb completely.
  • Andarial Quest Drop Bug
    • Andarial continues to drop the quest drop (the first kill drop) if you continue on to Act 2 without Saving and Exiting after killing her for the first time.
  • Single/Realm Bug
    • An error occurs when you try to connect Battle Net after you play a single game, or vice versa. According to the error message, this seems a limitation of D2 itself.
  • Morphing and Animation Speed Issue
    • The monsters you can transform into by the set bonus of some sets have their own animation speed (attack, cast, run, etc.), which is different from that of player characters. The difference is little in the latest version, though.
  • Barbarian Stamina Display Bug
    • A display bug has been reported for Barbarians with the increased stamina skill who use a skill shrine. The maximum stamina will still display at the higher amount, although it will only fill to the correct amount. This makes it appear as if the Barbarian is unable to regain full stamina. Save and Exit fixes this problem.
  • Hurricane Sound Bug
    • If you recast hurricane before the first one runs out, there's no sound.
      (Some bugs are quoted from diabloii.net forum.)

LoD 1.11 Bugs and Features

  • Because ES 3.00 is based on LoD 1.10 (Details), the new features of LoD 1.11 basically don't work in ES, but soft-coded features like the runewords work.

LoD 1.11 Features

  • All LoD 1.11 runewords are implemented including ladder only ones and disabled ones.
  • Hellfire Torch Event never occur.
  • In LoD 1.11, high level characters can hire a high level mercenary (1-5 levels below your clvl) in Normal and NM. In ES, mercenary's level is capped by the difficulty like in LoD 1.10, but this doesn't matter much because the stats of mercenary doesn't depend on the hired difficulty in ES.

LoD 1.11 Bugs

  • Fangskin Drop Bug: In LoD 1.11 Fangskin drops nothing in Hell. This bug doesn't exist in ES.
  • Ethereal Armor Socket Bug: If apply the socketing recipe to a piece of ethereal armor, ethereal defense bonus is applied twice. This bug doesn't exist in ES.

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