This is a sub-page of Diablo II.
Diablo II contains several unused items and unused objects. Using a character editor, some of these items may be added to a player. Sometimes players may encounter other players in Open Battle.net mode with these hacked items. For clarification, "Objects" refers to objects that can be interacted with in the world, and "items" refer to things which are picked up and/or used by the player.
Items
Unused Unique Items#
The following unique items are present in UniqueItems.bin, but are disabled in 1.14:
- Azurewrath
Azurewrath
Crystal Sword
Required Level: 13
50% Chance of Deadly Strike
+10% chance of finding Magic items
Adds 3-6 cold damage
+25 to Durability
Adds 5-10 magic damage
Note that the Azurewrath Crystal Sword was enabled from 1.00-1.09, but was removed when the Azurewrath Phase Blade was introduced in 1.10.
- Constricting Ring
Constricting Ring
Ring
Required Level: 95
+100% to All Resistances
Drain Life -30
+100% chance of finding Magic items
+15% to All Maximum Resistances
In addition, a number of items were added during 1.10 but are disabled in all versions (1.10a forward):
- Frostwind
Frostwind
Champion Axe
Required Level: 84
250-300% Damage To Demons
Adds 200-420 Cold Damage
100% Chance of Crushing Blow
+3 To All Skill Levels
15% Life Stolen Per Hit
+65% Increased Attack Speed
Freezes Target
Cold Absorb 65%
Socketed (4)
- Halaberd's Reign
Halaberd's Reign
Armet
Required Level: 75
+(200-250) Defense
+(200-250) Defense Vs. Missile
+(15)% To Cold Skill Damage
Adds 22-34 Cold Damage
+(20-30 To Strength
Cold Resist +(47)%
Cannot Be Frozen
100% Extra Gold From Monsters
Socketed (2)
- Merman's Sprocket
Merman's Sprocket
Wyrmhide Boots
Required Level: 69
+410-420 Defense
+310 Defense Vs. Missile
+65% Faster Run/Walk
Replenish Life +5
Regenerate Mana 8%
+60-75 Magic Absorb
+55 Cold Absorb
Cannot Be Frozen
+ (0.75 Per Character Level) +0.75-74.24 To Mana (Based On Character Level)
+ (0.75 Per Character Level) Poison Resist +0.75-74.24% (Based On Character Level)
- Spirit Keeper
Spirit Keeper
Shadow Plate
Required Level: 87
+(500-525) Defense
+ (4.5 Per Character Level) Heal Stamina Plus +4.5-445.5% (Based On Character Level)
+(50)% Faster Run/Walk
+(50)% Faster Hit Recovery
+(30)% Lightning Resist
+(60)% Poison Resist
+(80) Cold Absorb
Attacker Takes Damage of 120
35% Chance To Cast Level 10 Poison Nova When Struck
Socketed (4)
- Darkfear
Darkfear
Armet
No stats
There's also a number of items that are not assigned an item, nor any stats, so they cannot spawn, even if enabled:
- Giantmaimer
- Larzuks Champion
- Odium
- Zakarum Salvation
- Gore Ripper
- Nethercrow
- Warrivs Warder
- Mermans Speed
- Sigurds Staunch
Unused Magic Affixes#
The following magic affixes exist in MagicPrefix.bin but are disabled in 1.14:
- Blank
Can spawn on Rare items
Reduced magic damage taken by 2
Applies to: Shields, Circlets, Orbs, Wands, Staves
- Null
Can spawn on Rare items
Reduced magic damage taken by 3-5
Applies to: Shields, Circlets
- Antimagic
Reduced magic damage taken by 6-10
Applies to: Shields, Circlets
- Sanguinary Note 1
Can spawn on Rare items
Adds to Minimum Damage
Applies to: Charms
- Bloody Note 1
Can spawn on Rare items
Adds to Minimum Damage
Applies to: Charms
- Jagged Note 2
Can spawn on Rare items
Adds to Maximum Damage
Applies to: Small Charms, Large Charms
- Miocene Note 3
Adds to Defense (based on Character Level)
Applies to: Armor
- Oligocene
Adds to Defense (based on Character Level)
Applies to: Armor
- Eocene
Adds to Defense (based on Character Level)
Applies to: Armor
- Knave's
Adds to Damage (based on Character Level)
Adds to Attack Rating (based on Character Level)
Applies to: Weapons (except Staves, Orbs, Wands)
- Jack's
Adds to Damage (based on Character Level)
Adds to Attack Rating (based on Character Level)
Applies to: Weapons (except Staves, Orbs, Wands)
- Jester's
Adds to Damage (based on Character Level)
Adds to Attack Rating (based on Character Level)
Applies to: Weapons (except Staves, Orbs, Wands)
- Joker's
Adds to Damage (based on Character Level)
Adds to Attack Rating (based on Character Level)
Applies to: Weapons (except Staves, Orbs, Wands)
- Loud
Adds to Damage (based on Character Level)
Applies to: Weapons (except Staves, Orbs, Wands)
- Calling
Adds to Damage (based on Character Level)
Applies to: Weapons (except Staves, Orbs, Wands)
- Yelling
Adds to Damage (based on Character Level)
Applies to: Weapons (except Staves, Orbs, Wands)
- Shouting
Adds to Damage (based on Character Level)
Applies to: Weapons (except Staves, Orbs, Wands)
- Paradox
% increase to Defense (based on Character Level)
Applies to: Armor
- Paradox
% increased Damage (based on Character Level)
Applies to: Weapons (except Staves, Orbs, Wands)
- Robineye
Adds to Attack Rating (based on Character Level)
Applies to: Weapons (except Staves, Orbs, Wands)
- Sparroweye
Adds to Attack Rating (based on Character Level)
Applies to: Weapons (except Staves, Orbs, Wands)
- Falconeye
Adds to Attack Rating (based on Character Level)
Applies to: Weapons (except Staves, Orbs, Wands)
- Eagleeye
Adds to Attack Rating (based on Character Level)
Applies to: Weapons (except Staves, Orbs, Wands)
The following magic affixes exist in MagicSuffix.bin but are disabled:
- of Coolness
Can spawn on rare items
+ to Fire Absorb
Applies to: Rings, Amulets, Orbs, Circlets, Body Armor, Shields, Boots
- of Incombustibility
Can spawn on rare items
+ to Fire Absorb
Applies to: Amulets, Orbs, Circlets, Body Armor, Shields, Boots
- of Amianthus
Can spawn on rare items
+ to Fire Absorb
Applies to: Amulets, Orbs, Circlets, Body Armor, Shields, Boots
- of Fire Quenching
+ to Fire Absorb
Applies to: Amulets, Orbs, Circlets, Body Armor, Shields, Boots
- of Faith
Can spawn on rare items
+1-2 to Fire Absorb
Applies to: Jewels
- of Resistance
Can spawn on rare items
+ to Lightning Absorb
Applies to: Rings, Amulets, Orbs, Circlets, Body Armor, Shields, Boots
- of Insulation
Can spawn on rare items
+ to Lightning Absorb
Applies to: Amulets, Orbs, Circlets, Body Armor, Shields, Boots
- of Grounding
Can spawn on rare items
+ to Lightning Absorb
Applies to: Amulets, Orbs, Circlets, Body Armor, Shields, Boots
- of the Dynamo
+ to Lightning Absorb
Applies to: Amulets, Orbs, Circlets, Body Armor, Shields, Boots
- of Stoicism
Can spawn on rare items
+1-2 to Lightning Absorb
- of Warming
Can spawn on rare items
+ to Cold Absorb
Applies to: Rings, Orbs, Circlets, Body Armor, Shields, Boots
- of Thawing
Can spawn on rare items
+ to Cold Absorb
Applies to: Amulets, Orbs, Circlets, Body Armor, Shields, Boots
- of the Dunes
Can spawn on rare items
+ to Cold Absorb
Applies to: Amulets, Orbs, Circlets, Body Armor, Shields, Boots
- of the Sirocco
+ to Cold Absorb
Applies to: Amulets, Orbs, Circlets, Body Armor, Shields, Boots
- of Desire
Can spawn on rare items
+1-2 to Cold Absorb
Applies to: Jewels
- of Power
+ to Strength (based on Character Level)
Applies to: Belts, Amulets
- of Grace
+ to Dexterity (based on Character Level)
Applies to: Helmets, Amulets
- of Grace and Power
+ to Strength (based on Character Level)
+ to Dexterity (based on Character Level)
Applies to: Amulets
- of the Yeti
+ to Cold Resistance (based on Character Level)
Applies to: Body Armor, Gloves, Amulets
- of the Phoenix
+ to Fire Resistance (based on Character Level)
Applies to: Shields, Helmets, Amulets
- of the Efreeti
+ to Lightning Resistance (based on Character Level)
Applies to: Gloves, Boots, Rings
- of the Cobra
+ to Poison Resistance (based on Character Level)
Applies to: Belts, Rings, Amulets
- of the Elements
+ to Fire Resistance (based on Character Level)
+ to Lightning Resistance (based on Character Level)
+ to Poison Resistance (based on Character Level)
Applies to: Circlets
- of Frozen Armor
No stats
- of Static Field
No stats
- of Telekinesis Note 4
No stats
- of Ice Blast
No stats
- of Blaze
No stats
- of Fire Ball
No stats
- of Lightning Note 5
Required Level: 18
Level 1 Lightning (49 charges)
Applies to: Weapons
- of Shiver Armor
No stats
- of Fire Wall
No stats
- of Enchant
No stats
- of Teleport Shield
% chance to cast Level 3 Teleport when struck
Applies to: Armor, Rings, Amulets
- of Glacial Spike
No stats
- of Meteor
No stats
- of Thunder Storm
No stats
- of Energy Shield
No stats
- of Blizzard
No stats
- of Chilling Armor
No stats
- of Frozen Orb
No stats
- of Dawn
Required Level: 22
+ to Defense (increasing during daylight)
- of Sunlight
Required Level: 22
+ to Defense (increasing during daylight)
- of Slow Missiles Note 6
Required Level: 27
Level 5 Slow Missiles (30 charges)
Applies to: Amazon Bows
Note 1: These affixes were available on all charm types in 1.07, but were removed in 1.08 at the same time that +damage charm affixes were rebalanced.
Note 2: This affix can spawn on Grand Charms, but does not spawn correctly on Small or Large Charms.
Note 3: This affix can spawn on rare items, but not on torso armor.
Note 4: This affix is loaded, but does not have any items assigned to it and therefore cannot spawn.
Note 5: Another affix with the same name exists but has different stats.
Note 6: There are easily dozens of affixes like this, one for each skill almost, I couldn't really list all of them.
Unfinished Runewords#
In Runes.txt, there are some unfinished runewords:
Runeword123 Serendipity
Runeword124 Shadow
Runeword125 Shadow of Doubt
Runeword127 Siren's Song
Runeword129 Sorrow
Runeword132 Starlight
Runeword135 Still Water
Runeword138 Storm
Runeword140 Tempest
Runeword141 Temptation
Runeword142 Terror
Runeword90 Nightfall
Runeword93 Oblivion
Runeword94 Obsession
Runeword50 Hatred
Runeword40 Flickering Flame
Runeword42 Fortune's Favor
Runeword89 Nature's Kingdom
Runeword46 Glory
Runeword43 Amity
Runeword2 Armageddon
Runeword3 Authority
Runeword5 Beauty
Runeword7 Blood
Runeword12 Broken Promise
Runeword15 Chance
Runeword136 Sting
Runeword18 Darkness
Runeword19 Daylight
Runeword21 Deception
Runeword23 Desire
Runeword24 Despair
Runeword32 Destiny's Daughter
Runeword28 Dread
Runeword56 Dweomer
Runeword35 Envy
Runeword52 Heaven's Will
Runeword53 Holy Tears
Runeword57 Humility
Runeword58 Hunger
Runeword61 Innocence
Runeword63 Jealousy
Runeword64 Judgment
Runeword67 Knight's Vigil
Runeword70 Law
Runeword73 Lightning
Runeword77 Loyalty
Runeword78 Lust
Runeword79 Madness
Runeword84 Mist
Runeword85 Morning Dew
Runeword86 Mystery
Runeword95 Patience
Runeword97 Pattern
Runeword100 Penitence
Runeword101 Peril
Runeword102 Pestilence
Runeword104 Piety
Runeword105 Pillar of Faith
Runeword106 Plague
Runeword107 Praise
Runeword108 Prayer
Runeword111 Prowess in Battle
Runeword113 Punishment
Runeword114 Purity
Runeword115 Question
Runeword118 Reason
Runeword119 Red
Runeword76 The Lovers
Runeword143 Thirst
Runeword68 Thirst for Knowledge
Runeword144 Thought
Runeword145 Thunder
Runeword146 Time
Runeword147 Tradition
Runeword149 Trust
Runeword150 Truth
Runeword151 Unbending Will
Runeword152 Valor
Runeword153 Vengeance
Runeword155 Victory
Runeword156 Voice
Runeword157 Void
Runeword158 War
Runeword159 Water
Runeword161 Whisper
Runeword47 Widowmaker
Runeword164 Wings of Hope
Runeword99 Winter
Runeword165 Wisdom
Runeword166 Woe
Runeword167 Wonder
Runeword169 Youth
Vengeance, Voice, and Wonder have some basic data filled out about them, but are incomplete:
- Vengeance
Ith Amn El
Applies to: Weapons
- Voice
Tir Ith
Applies to: Helmets
- Wonder
Nef Sol Ist
Applies to: Wands
Since wands cannot have three sockets in them, it would be impossible to create the runeword "Wonder."
Some of the missing runewords were later introduced in Diablo 2: Resurrected remake (Flickering Flame, Mist, Obsession, Pattern, Plague, Unbending Will, Wisdom)1 and in the Reign of the Warlock expansion (Authority, Void)2.
The Black Tower Key#
The Black Tower Key seems to be a quest item that was given to, or acquired by, the player at some point as part of a story quest. Either as an aspect of the Countess quest in act 1 or during Act 3. The design of the Countess's tower in the Black Marsh has doors that could have needed a key to unlock during development. If it was for Act 3, this idea was scrapped in favor of either Khalim's Will quest or the Black Tower quest of killing the high council. It can be acquired using a character editor and doesn't do anything since it was solely a quest item. The graphics were later reused for Keys as part of the 1.11 Pandemonium Event on Closed Battle.net.
Diablo's Soulstone#
There exist graphics for Diablo's soulstone. Some abandoned quest code deep in the executable points to there being actually 6 quests in Act 4, but the code for them doesn't trigger, and there are only 3 in the final game. It's been speculated that destroying Diablo's soulstone may have been a final quest in the game. The hero is shown destroying the soulstone in the final cinematic instead. This item cannot be acquired with a character editor.
Herb#
An item called Herb exists. It has sounds, graphics, and even boosts the player's speed for a short time after it is used. It can be acquired using character editors. Some unused strings seem to suggest that other items could, or were planned to, increase the duration of Herbs. This could be related to how the beta version of Amazons had a "healing, movement and repair" skill tree instead of "passive and magic". Maybe the idea was for Amazons to have herbal medicine?
Elixirs#
Two different items for elixirs exist, but both use the blue elixir graphic. They don't do anything when used by the player and can be acquired with a character editor.
Organs#
Organs are a cut item that have the unique ability to transform into other items when right-clicked. They are also unique in that they take on the name of the monster who dropped them. For instance, if a Zombie drops a Heart, it will become a Zombie Heart. They can be acquired with a character editor, and when acquired through this means, they are referred to as Skeleton
A few of these organs can transform into other cut items, like a full healing potion.
According to an interview with David Brevik as to why these items were cut:
In terms of arguments around the office, there was a lot of controversy over [body parts]. One of the things that we had thought about doing was putting in the parts of the beasts that you killed, that they would drop their hearts or organs or claws or whatever, and we ended up going away from it. It was too gruesome, and we ended up taking it out, but that was a very controversial decision. And there were people that put signs on their doors, "Bring Back Body Parts' for weeks, months even, where people were upset about the decision that we were going to take those out. Because, a lot of people liked them, but, it was pretty graphic, so I can see why we did it. But, it was not a popular decision, and it was not a super popular decision with me. I thought it was gruesome but pretty fun.
Erich Schaefer portrays it as being more of a decision made by Blizzard South:
We would kind of try to push the limits and see how bloody and crazy we could make this game and just let our imaginations go wild, and they would try to rein us in. Body parts was a great example, though, where, it just felt too gruesome while we played. It just didn't feel right that there would be so much emphasis on these. And you could pick them up and put them in your inventory. And so, Blizzard South, as I recall, were the first people to complain. We pushed back immediately, because we do whatever we want to do, except, then, as we played, it didn't take long, after a week or two as body parts proliferated in the game, it just didn't sit well with any of us. I remember me specifically saying, "Yeah, you know what, these guys are right, let's redesign that whole idea.' Kind of the contrary, though, was my favorite skill of all time was Corpse Explosion, where you would just target a corpse and it would explode in bloody violence all over the screen. And that one people were a little taken aback by, especially, again, Blizzard South. But that one was so fun that it was the opposite, they realized after a couple weeks, "OK, yeah, that does fit the game.' It's gruesome but funny, and not gruesome like I'm carrying around hearts and lungs.
Torch#
The game includes graphics and data entries for a torch item, however it does not work when given to the player by a character editor. The graphics were used later for the Hellfire Torch charm as a reward for Pandemonium Event. Only the Paladin character class has animations for the torch being equipped.
Flaming Sword#
The Paladin class has animations for a flaming sword weapon. There are no items, however, which assign this animation to the player. Even if a mod adds such an item, the animations won't work correctly however since they are missing a secondary attack sequence, which causes the game to crash.
Full Set Animations#
When equipped the last piece of a set, this animation was supposed to play on that piece. It was probably cut because of how annoying it could be.
A similar effect was re-introduced in the Reign of the Warlock expansion to indicate a new item being added to the Chronicle.
Other Cut Sounds#
A whip sound effect. There are no icons, data or animations for a whip in the game.
A potion sound effect, copied from Diablo 1.
A sound effect that would've played when right clicking on a Scroll of Identify. At release, the game just plays the scroll sound effect.
A sound effect that would've played when using the Convert function. It's not exactly clear how this sound would've been played if Convert was a skill, since it's an inventory sound effect.
An Evil Hole sound effect, indicating that they were items at one point.
Objects
Cut Shrines#
The game has two known cut shrines: The Enirhs shrine (which reverses the player name) and the Exchange shrines. Both of them have some rudimentary code backing them up as well as strings and sound effects. However, they cannot be trivially spawned through .txt editing mods.
Shrine of Enirhs. That's shrine backwards!
Exchange Shrine
Some other shrine sound effect, called warping.wav
Obelisks#
These objects seem to gain power when you place a gem in them. They can be spawned, but will crash the game when used.


Guild Objects#
Guilds are a major cut feature from the game. After completing the game on Normal difficulty, a player could create a guild that other players could join, and later work towards upgrading their guild hall. Some of the graphics from that feature remain, including these objects:
Steeg Stone This object would have been where guild members could donate gold in order to eventually upgrade their guild hall.
Guild Vault. Presumably a chest accessible by all guild members.
Message Board. It would supposedly be like a guestbook that players could write notes to one another in.
Trophy Case. For storing trophies, one would assume?
Other Uncategorized Objects#
Generic Object data#
As released, the only use for the generic key object is opening treasure chests. However, code exists in the game to allow other objects in the environment (such as doors or shrines) to also be locked. But, as published, the game doesn't actually use that feature.