Ethereal Items
Contents
Ethereal or Not
Modified Base Stats
The Ethereal Armor Glitch
Ethereal items are found only in the Expansion.Ethereal or NotThe property, "Ethereal", which causes an item to appear translucent, can spawn on normal, Superior,
magic,
rare, and
unique items that have Durability or Quantity. Since normal and Superior ethereal items have a
grey name tag similar to socketed items, you cannot tell a socketed helm, chest piece, shield, or weapon from an ethereal one until you pick it up. It may be either or both. Gloves, belts, and boots with a
grey name tag are ethereal, since they cannot have sockets.
There is no indication on the name tag when a
magic,
rare, or
unique item is ethereal. With the exception of certain item types and specific uniques, you cannot know if an item is ethereal until you grab it.
There is approximately 5 % chance to acquire the property "Ethereal" *)*)
Ref: DiabloWiki, only if the item allows that property.
ALWAYS Ethereal
Shadow Killer
Battle Cestus
Ethereal Edge
Silver-Edged Axe
Ghostflame
Legend Spike
Wraith Flight
Ghost GlaivePeculiarities- Set items never spawning ethereal is believed to be a programming flaw, according to the DiabloWiki.
- Unique items having the property, "indestruct" (Indestructible) in UniqueItems.txt CANNOT be ethereal, UNLESS they have the additional property, "ethereal" (Ethereal).
The property, "ethereal" is found ONLY on the above 4 uniques: Shadow Killer, Ethereal Edge, Ghostflame, and Wraith Flight. - Bows, Crossbows, and Phase Blades cannot be ethereal **); they have no Durability.
**) An ethereal rare or unique Crystal Sword or Dimensional Blade may be upgraded to an ethereal Phase Blade. You can find the relevant upgrade recipes here.
Modified Base StatsStrictly speaking, "Ethereal" is not a modifier; it is a type of item flag (similar to "Superior" or "Socketed"). Nonetheless, it evidently modifies several of the base item stats (see below). Furthermore,
- Ethereal items cannot be repaired.
- Ethereal items are always found with full Durability.
- Ethereal items will not lose Durability when equipped by mercenaries.
- Ethereal items with Charges do not spawn with full Charges and cannot be recharged.
Ethereal items with automatic repair modifiers, "Repairs 1 Durability in X seconds" or "Replenishes Quantity" (throwing weapons) should continue to repair or restore themselves, even when broken (depleted to 0).
Maximum DurabilityThe full Durability of ethereal items seems to obey this formula,
Code
Max Durability = [[Base Durability / 2] * (1 + %IMD/100)] + 1 + (+Durability)
where % IMD: Increase Maximum Durability X % (X = 10, 11, ... , 15) can spawn on Superior items, and +Durability is an integer bonus found on certain unique items, e.g.
Duriel's Shell (+100). Look up the values in
UniqueItems.txt or check the Arreat Summit,
Duriel's Shell
Cuirass
Max Durability = [[50 / 2] * (1 + 0)] + 1 + 100 = 126 (normally 150).
Sandstorm Trek
Scarabshell Boots
Max Durability = [[14 / 2] * (1 + 0)] + 1 + 0 = 8 (refer to the picture).Required Strength and DexterityThese are calculated from the base values, "Requirements -X %", and a fixed integer bonus (-10),
Code
Required Strength = {Base Required Strength * (1 + %Req/100)} - 10
with a similar formula for Dexterity. Notice, requirements are rounded up { }. %Req = 0 if the item itself or anything inserted has no requirement bonuses.
The Reaper's Toll
Thresher
Required Strength = {152 * (1 - 25/100)} - 10 = 104 (normally 114).
Required Dexterity = {118 * (1 - 25/100)} - 10 = 79 (normally 89).Assuming no "Requirements -15 %" Jewel or Hel Rune ("Requirements -20 %") had been inserted. %Req from multiple sources is cumulative.
Weapon Damage"Ethereal": +50 % to Base Weapon Damage and then other bonuses apply to the resulting number,
Code
Weapon Min Damage = [[Base Min Damage * 1.5] * (1 + %ED/100)] + (+ to Minimum Damage)
Weapon Max Damage = [[Base Max Damage * 1.5] * (1 + %ED/100)] + (+ to Maximum Damage)
Damage bonuses in this case are only what is shown on the weapon.
Death
Colossus Sword
'HelElVexOrtGul'
+400 % Enhanced Damage
Base One-Hand Damage: 26 to 70 (ø48)
Base Two-Hand Damage: 61 to 121 (ø91)
Min One-Hand Damage = [[26 * 1.5] * 5] = 195
Max One-Hand Damage = [[70 * 1.5] * 5] = 525
Min Two-Hand Damage = [[61 * 1.5] * 5] = 455
Max Two-Hand Damage = [[121 * 1.5] * 5] = 905
One-Hand Damage: 195 to 525 (ø360)
Two-Hand Damage: 455 to 905 (ø680)Armor Defense"Ethereal": +50 % to Base Defense and then other bonuses apply to the resulting number,
Code
Defense = [[Base Defense * 1.5] * (1 + %ED/100)] + (+Defense)
Defense bonuses in this case are only what is shown on the Armor. Base Defense is invariably set to the maximum + 1 if the Armor has +% Enhanced Defense.
Duriel's Shell
Cuirass
+200 % Enhanced Defense
+X Defense (Based on Character Level)
(calculating X = [1.25 * clvl] at clvl 90; X = 112)
Base Defense: 188-202 (203)
Defense = [[203 * 1.5] * 3] + [1.25 * 90] = 912 + 112 = 1 024
Defense: 1 024 (clvl 90)The Ethereal Armor GlitchFor the details, read
[5] The "Ethereal Armor Glitch". Right here, we are concerned with the slight modification of the Armor Defense formula above. Since the Armor is now both "Ethereal" (+50 % to Base Defense) and subsequently socketed in the Horadric Cube (+50 % to Defense), we get the following,
Code
Defense = [[[Base Defense * 1.5] * 1.5] * (1 + %ED/100)] + (+Defense)
Because this is only possible with plain Armor (Helms, Body Armor, or Shields) that is not Superior, any +% ED must come from Runes inserted (including Rune Word bonuses), i.e. which is not initially part of the Armor. Hence, the Base Defense in this case is the value at which the Armor spawned initially (before +50 % is added from "Ethereal"). There is no maximum + 1 involved.
Fortitude
Sacred Armor
'ElSolDolLo'
Base Defense: 487-600
Min Defense = [[[487 * 1.5] * 1.5] * 3] + 15 = 3 285 + 15 = 3 300
Max Defense = [[[600 * 1.5] * 1.5] * 3] + 15 = 4 050 + 15 = 4 065
Defense: 3 300
Defense: 4 065Thus, max 4 065 Defense on an ethereal
Fortitude Sacred Armor.