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Mar 6 2026 07:51pm
In Cows, I found 2 green amulets: when I hovered in one of them, it appeared "Eligible for Chronicle". The other one, not - just the default "Unidentified".

Then I identified them: Tal Rasha Amulet and Angelic Halo. I've found Angelic Halo before, but Tal Rasha Amulet was a new find.

How does my client knows beforehand that one of the amulets is Angelic Halo and the other is Tal Rasha Amulet?

I tought that item info/stats were resolved in the server, not it the client. One of the various evidences is that identifying items online has a delay, because the server processes.

Don't tell me that item generation happens actually when it drops and identifying is just an action that server just changes the flag from "identified = false" to "identified = true".

This post was edited by Benzadeus on Mar 6 2026 07:52pm
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Mar 6 2026 07:57pm
True
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Mar 7 2026 06:09am
The properties of items are generated at the moment they drop.
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Mar 7 2026 07:27am
I wonder why does it take some time to identify them when online.
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Mar 7 2026 09:06am
In Cows, I found 2 green amulets: when I hovered in one of them, it appeared "Eligible for Chronicle". The other one, not - just the default "Unidentified".

Then I identified them: Tal Rasha Amulet and Angelic Halo. I've found Angelic Halo before, but Tal Rasha Amulet was a new find.

How does my client knows beforehand that one of the amulets is Angelic Halo and the other is Tal Rasha Amulet?

I tought that item info/stats were resolved in the server, not it the client. One of the various evidences is that identifying items online has a delay, because the server processes.

Don't tell me that item generation happens actually when it drops and identifying is just an action that server just changes the flag from "identified = false" to "identified = true".


Didn't there used to be an exploit to see the items without identifying them? I think in the current architecture we don't get any information from the server other than Unidentified and whether it's eligible for chronicle but the latter is obviously exploitable because you can have a bunch of unidentified items and know which ones are bad and sell them unid.
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Mar 7 2026 09:58am
Item generation happens upon the item dropping identifying it in any order doesn't change anything.
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Mar 8 2026 12:18am
be glad you don't have to ID everything, in solo offline it's always highlighted "eligible"

even when its your 34th nagelring
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Mar 8 2026 04:10am
What does the "eligible" even do?
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Mar 12 2026 05:31am
Didn't there used to be an exploit to see the items without identifying them? I think in the current architecture we don't get any information from the server other than Unidentified and whether it's eligible for chronicle but the latter is obviously exploitable because you can have a bunch of unidentified items and know which ones are bad and sell them unid.


Yes, in 1.12 my bot would frequently not even bother picking up most rares, because it knew the stats beforehand. I'm not sure the specifics of it completely, but afaik when items dropped you received a packet for those items and you could see all stats except a single flag was set to unidentified. I don't even know if this was patched or not (edit: I just looked into it on Google, looks like it was patched in 2018).

Also yes, items are generated when they drop... The fact that you can sometimes get dropped from the game and everything rolls back and you can identify the same exact item kinda proves this as well, if you don't believe the above paragraph @ OP

This post was edited by Emiliaaa on Mar 12 2026 05:54am
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Mar 12 2026 05:37am
I wonder why does it take some time to identify them when online.


Because the game is built upon 26 year old code? It's absolutely generated the moment it drops. There have been exploits to see item stats on the ground before they're even picked up and before they're even identified.
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