How to read this guide
Diablo II: Resurrected drops six qualities players care about for trade: currency (runes/gems/keys), white/gray bases, magic (blue), rare (yellow) and crafted (orange), set (green), and unique (gold), plus charms and jewels. Most of every pile is vendor trash. This page is a keep-or-vendor identification guide — the same job as a veteran “item ID” post — organized by quality so you can scan a drop and decide in seconds.
We do not publish forum-gold or Ist price tables. Ladder age, patch metas and supply move numbers weekly. When a line says “high demand,” it means the item usually finds a buyer or is BiS for a popular build; check trading sites before you sell. Sources for demand tiers include Maxroll’s valuable unique/set and magic-item lists and community keep guides.
| Keep signal | What it means | Typical action |
|---|---|---|
| Always identify | Common trade fodder or near-universal BiS | ID, stash, price-check |
| Often keep | Build-specific BiS or mid demand | ID; sell if you will not use it |
| Self-use / early ladder | Useful until you upgrade | Keep one; vendor extras later |
| Vendor | Outclassed, wrong tree, or no buyer | Sell to Charsi unless collecting Holy Grail |
Currency: runes, gems and keys
High and mid runes
High runes anchor the trade economy. Relative ranks shift across a season, but Maxroll-style tiers stay useful as a keep map: Ber and Jah sit at the top (Enigma / Infinity), then Sur and Lo (cubing into Ber, Grief / Fortitude), then Ohm, Zod, Cham and Vex. Gul through Pul are steady mid runes; Ist is a common quote anchor for mid-tier deals. Keep every rune from Pul up unless stash space forces a Lem+ cutoff.
Low runes worth bulk trading
Single low runes are usually junk. Packs are not. Keep and trade:
- Spirit reroll pack: Tal + Thul + Ort + Amn + Hel — used to reroll Spirit for perfect FCR / resists.
- Insight reroll pack: Ral + Tir + Tal + Sol + Hel — same idea for Insight.
- Craft fuels: Ral (Caster amulets), Sol (Blood rings), Nef / Ort / Amn / Ith for other crafts — see crafting.
- Bulk Hel / Sol / Ral: large stacks still move because of socket recipes and crafting volume.
Cubing up can beat buying — see rune upgrade and rune farming.
Gems, keys and organs
- Perfect Amethysts lead gem demand (Caster crafts). Perfect Rubies (Blood crafts), Perfect Skulls (rare rerolls) and mixed PGem stacks also trade.
- Flawless / chipped gems are mostly self-use for socketing and early upgrades.
- Keys of Terror, Hate and Destruction and the three Uber organs are always trade fodder for the Pandemonium Event.
- Tokens of Absolution (respec) and bulk gold (gambling circlets) have niche buyers.
White and gray bases
Normal and socketed items become runewords. A superior or ethereal elite base can outvalue the mid runes that go into it. Full socket math is on how to add sockets; the deep base checklist is on runeword bases. Below is the identification layer you need while picking up.
Armor and shields
- 3–4 socket light armors: Archon Plate first, then Dusk Shroud / Wyrmhide / Wire Fleece / Sacred Armor — for Enigma, Fortitude, CoH, Treachery, Duress. Ethereal Archon Plate for merc Fortitude.
- Monarch: the default 4-socket Spirit / Phoenix shield. Plain or 4os always stash; 15% enhanced defense is premium.
- Paladin shields: Sacred Targe / Rondache with 40–45 all resist (Spirit / Sanctuary); ethereal high-defense shields for Exile.
Weapons and mercenary poles
- Flail (4os): Heart of the Oak — stash many for rerolls.
- Phase Blade / Crystal Sword: Grief and budget Spirit swords.
- Ethereal elite polearms: Thresher, Giant Thresher, Great Poleaxe, Cryptic Axe — Insight, Infinity, Pride, Obedience. Superior ED matters.
- Berserker Axe / ethereal elites: Death, Beast, Last Wish, Breath of the Dying targets.
Class-specific bases
- Amazon bows: Grand Matron / Matriarchal Bow with +3 bow skills for Faith; elite non-Amazon bows for Act 1 merc Faith.
- Necromancer wands: 2os with +3 Bone Spear / Bone Spirit for White.
- Barb helms / Druid pelts / Assassin claws: +3 Battle Orders or +3 Oak Sage bases for Delirium; claws with useful martial / trap staffmods for Chaos / Fury.
Magic (blue) items
Blues roll one or two affixes. Some prefixes are magic-only, and Larzuk can add 1–2 sockets — that is why a blue can beat a unique. Decode names with magic affixes.
Circlets
Always ID circlets, coronets, tiaras and diadems. High-value patterns:
- +2 class / +3 tree + 20% FCR (of the Magus), then 2 sockets — Lightning, Poison & Bone, Combat, Javelin lead demand.
- +2 / +3 + 30% FRW — bowazon and some melee PvP.
- Jeweler's / Artisan's (3os) on tiara/diadem with FCR, FRW, life, MF, strength/dex, or life leech — endgame DIY hats.
Rings and amulets
- Rings: 10% FCR + high mana; 30%+ MF “Chance” rings; dual leech or high mana/leech niche rings.
- Amulets: +2 class or +3 tree with 35% MF; +3 Lightning + 10% FCR; life / DR suffixes on skill amulets. Plain +2 with no useful suffix is often vendor.
Class weapons and shields
- Lightning orbs: +3 Lightning (or stacked staffmods) + 20% FCR + 2os — classic BiS. Fire orbs with Meteor/Fire Ball/Enchant staffmods also trade; cold orbs are usually behind Death's Fathom.
- Necromancer heads: +6 Poison Nova (or Bone Spear/Spirit) with block suffixes; Lower Resist / Decrepify curse sticks for swap.
- Assassin claws: +3 Lightning Sentry (“calm” prefix) with 2os and speed; well-rolled staffmod claws for martial arts.
- Barb helms: +3 Battle Orders for Delirium five-BO heads.
Jeweler's Monarchs and armor
Jeweler's Monarch of Deflecting (4os + high block) is often treated as the single most valuable magic item — four Rainbow Facets in a block shield. Near-misses with life, FHR or −requirements still matter. Jeweler's Archon Plate (or other light elites) with Whale / FHR / DR suffixes are physical DIY armors. Jeweler's Sacred Targe with 40–45 all resist is the Paladin version of the same idea.
Also pick up 3 javelin / 20 IAS gloves for javazons and any blue 4os light armor with useful suffixes for Ist / facet socketing.
Rare yellow and crafted orange
Yellow and orange gear is combination-driven. Rule: if it clearly beats a common unique in a popular slot, ID and stash; if you need a price check, ask — do not vendor a 2/20 craft by accident.
Circlets and jewelry
- Rare circlets: +2 skills + 20% FCR with life/mana/resists/2os for casters; FRW + 2os for Amazons. Benchmark against Shako and Griffon's Eye.
- Rare rings: 10% FCR with two strong cores (life, mana, str/dex, resists); dual leech for bows/melee.
- Rare / crafted amulets: +2 skills with FCR breakpoints (10 / 17–20%) that beat Mara's for your build. Caster crafts need ilvl 90+ bases — see crafting guide.
Boots, gloves and belts
- Boots: 30% FRW + two high resists (fire/lightning preferred). Tri-res 30 FRW boots are premium. Gold-find boots with FRW are a separate niche.
- Gloves: 2 javelin / 20 IAS; crafted Blood or Hit Power with 20 IAS; 3 mana-after-kill caster gloves.
- Belts: usually lose to Arachnid Mesh / Verdungo — keep only exceptional rare/crafted FCR or DR rolls.
Craft targets worth the gems
Volume crafts that pay: Caster amulets, Blood rings, Blood gloves, Hit Power gloves, Caster belts. Details and ilvl/clvl breakpoints are on crafted items and Blood gloves.
Set items
Most set pieces become leveling leftovers after week one. Keep these:
- Tal Rasha's Wrappings: Guardianship, Adjudication, Fine-Spun Cloth for MF sorcs — hot early, colder mid-ladder.
- Trang-Oul's Claws: FCR gloves used far beyond the full set; Girth for CBF.
- Guillaume's Face, Immortal King's Soul Cage, Griswold's Redemption (4os): melee / Uber / budget paladin.
- Death's Hand + Guard, Angelic amulet + ring, Natalya's: early ladder or niche; vendor non-perfect extras once you have upgrades.
- Full perfect Tal / IK / M'avina: collectors and niche builds still buy sets.
Browse every piece in the sets database when unsure.
Unique items
Always keep (high demand)
Annihilus, Hellfire Torch, The Stone of Jordan, Arachnid Mesh, Harlequin Crest (Shako), Griffon's Eye, Mara's Kaleidoscope, Skin of the Vipermagi, War Traveler, Bul-Kathos' Wedding Band, Highlord's Wrath, Herald of Zakarum, Death's Fathom, Death's Web, Crown of Ages, Tyrael's Might, Wisp Projector, and Rainbow Facets (near-perfect). Class torch skill order usually favors Sorceress and Paladin for trade.
Often keep (mid demand)
Andariel's Visage (ethereal for mercs), Raven Frost, Gheed's Fortune, Chance Guards, Vampire Gaze, Verdungo's Hearty Cord, Titan's Revenge, The Reaper's Toll, Eschuta's Temper, Nightwing's Veil, Ormus' Robes (right skill + matching elemental %), Homunculus, Arreat's Face, Dracul's Grasp, Gore Rider, Sandstorm Trek, Shadow Dancer, Metalgrid, Thundergod's Vigor, Thunderstroke, Stormshield, Head Hunter's Glory (3os).
Merc, Magic Find and early ladder
Skullder's Ire, The Oculus, Blade of Ali Baba, Nagelring, Goldwrap, Shaftstop (eth), Duriel's Shell (eth), Stealskull, Crown of Thieves, Wizardspike, Magefist, Frostburn, Bloodfist, Goblin Toe, Waterwalk — keep for self-use or early sales; many crash in price as the ladder matures. Ethereal often flips merc gear from “vendor” to “tradeable.”
All five Sunder charms (Cold Rupture, Crack of the Heavens, Flame Rift, Bone Break, Black Cleft) are keepers. Look up any other unique in the uniques database before you dump something rare.
Charms
Skill grand charms
Skillers are the easiest valuable blues for most players. Demand leaders: Lightning (Sparking), Combat (Lion Branded), Javelin (Harpoonist's), Poison & Bone (Fungal), then Fire (Burning), Cold (Chilling), Trap (Entrapping), Shadow (Shogukusha), Warcries (Sounding). Life suffixes multiply value — 41–45 life on a GC needs very high area levels or Terror Zone rerolls. Plain skillers still sell; curse / unwanted trees are usually vendor.
Physical and life charms
- Small charms: 3 max damage / 20 AR / 20 life; 20 life / 17 mana; 5 all-res / 20 life; 3 max / 20 AR (no life) for pure damage.
- Grand charms: 10 max / 76 AR / 45 life melee boards; life/mana GCs when life is near max.
- Large charms: usually worse per square — keep only near-perfect life or niche rolls.
MF, gold and resists
7% MF small charms (plain or with resists/mana), gold-find GCs for Travincal / hork builds, and FHR / FRW small charms for breakpoint packing. Poison or lightning damage small charms matter mainly for PvP rulesets.
Jewels
Magic jewels
- 15% IAS + 30–40% ED (Ruby Jewel of Fervor) — the “red/white” jewel; top physical socket.
- 15% IAS + 15 all-res or 25–30 single resist — trap claws, javazon helms, breakpoint packing.
- 38–40% ED with FHR, −15% requirements, min/max damage, or attributes — still tradeable below perfect IAS.
- Andariel fire-resist jewels: high fire resist + ED for eth Andariel's Visage.
Junk jewels are still craft fuel — never throw them away until your stash of craft jewels is full.
Rainbow Facets
Unique jewels with −enemy resist / +skill damage. Lightning facets usually lead demand, then fire, cold and poison. Perfect 5/5 rolls trade far above mid rolls; death-when-killed vs level-up variants are preference. Color matching (e.g. blue lightning) can add a premium for collectors.
Pickup priority when inventory is full
- High runes, Annihilus / Torch / SoJ, perfect facets
- Charms, jewels, jewelry (rings/amulets/circlets)
- Class-specific blues (orbs, claws, heads, skill circlets)
- Elite ethereal bases and 4os Monarchs / Archon Plates
- High-demand uniques and set pieces listed above
- Everything else — vendor or leave
Those top rows are where “I almost vendored a fortune” stories come from.
How to check live prices
- Confirm the drop is not trash using this page (plus bases / affixes).
- Compare recent trades on Traderie or d2jsp — see trading sites.
- Adjust for ladder vs non-ladder and weeks into the season.
- Weird rares and crafts: request a price check; do not guess from memory.