D2 Variant FAQ

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This section deals with some frequently asked questions pertaining to D2 variants in general. Most of this should be common sense, but these answers should help to clear some things up.

Q: A variant says I can use a certain skill, but a prerequisite is needed to get it and the prerequisite is not an allowed skill. How can I use a skill that has unusable prerequisites?

A: Put a single point into the prerequisite, and then don't use it. (This applies even if it is a disallowed passive skill needed as a prerequisite.) Later, when the allowed skill is available, you'll be able to use it.

Q: I came across a variant that looks like it was written before the expansion came out. The rules don't cover what to do with Jewels, Charms, and Runes. What do I do?

A: Follow the spirit of the variant and use common sense. For example, if it's a variant that doesn't like Cold Damage, don't put Thul runes into weapons, use cold damage Charms, or put Jewels with Cold Damage affixes into items.

Q: Lots of variants only seem to list usable normal items. (That is, non-exceptionals and non-elites.) Does this mean I can't use Exceptionals or Elites?

A: The exceptional and elite gear is often not listed simply because listing all of it is unnecessary. Unless a variant explicitly disallows you from using Exceptionals and Elites (or disallows specific Exceptionals/Elites), you may use the Exceptional and Elite counterparts of the normal versions.

Q: A variant doesn't tell me what kinds of Sets and Uniques I can use. Does this mean I can use all of them?

A: Heh. No. That's called looking for loopholes. When playing variants, the point isn't to find loopholes to exploit as you might do with a regular character.

For variants that don't list which sets/uniques are usable, use the following as a guideline.

In the vast majority of cases, Unique and Set items are allowed if the base item type is allowed.

For example, if Ancient Armors are allowed, you may use Silks of the Victor (unique) and Milabrega's Robe (set). Following the logic from the previous question about exceptionals and elites, this also allows the use of unique and set Ornate and Sacred Armors as well.

However, if a unique or set item has an unacceptable magical effect (even if it's on an allowed base item), the character should not use it. For example, if a particular variant doesn't like the "Howling" affix, it probably won't use sets or uniques that cause monsters to flee.

Finally, if a particular unique or set item seems to you to be contrary to the spirit of the variant, you might have your character not use such an item. Or, if a unique/set item that is not an allowed base item seems to very much be in the spirit of the variant, you might choose to use it even if it isn't an allowed base item.

Q: The Archive has a section for mercenary variants, but it looks like other variants could be played by mercenaries...

A: The mercenary section has variants that specifically tell how to play a mercenary by the variant rules. Other variants can be played by mercenaries as well, and this can make for some fun combinations - especially if the player writes up the character's exploits. But in playing a mercenary by rules that don't specifically have mercenary rules, you simply use your judgment.

If the merc type doesn't fit the variant, that type of merc shouldn't play as that variant. If the variant can't use (item), neither can the merc. And as far as quests go, decide which ones are applicable to the mercenary.

Q: Why isn't the Legion of Greiz variant in the Team Variants section?

A: The Legion of Greiz, while it makes a fun team variant, wasn't designed as a team variant. It's playable as a stand-alone variant. It's an example of a variant that can be made into a team without being specifically crafted as one. Most other stand-alone variants can be made into teams in the same manner. :o]

It's the difference between A Team of Variants and a A Variant Team. The former is simply a team composed of variant characters and may be of any assortment the team wishes. The latter is a variant designed to be played as a team and has rules written into the variant itself that specifically describe the composition of the team.