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Other Recipes |
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1 Perfect Skull + 1 Rare Item + Stone of Jordan |
1 High Quality New Rare Item of the same type |
This formula has the possibility of creating a higher quality Rare Item than
the following formula. ilvl = int(.66 * clvl) + int(.66 * ilvl) That is, the
ilvl will be equal to .66 times your clvl (rounded down) plus .66 times the
input item's ilvl (also rounded down). |
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6 Perfect Skulls + 1 Rare Item |
1 Random Low Quality Rare Item of the same type |
You can use this formula to get another chance at a Rare Item of the same
type. ilvl = int(.4 * clvl) + int(.4 * ilvl) Player level matters. This
formula will not work on items larger than 3x2. |
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4 Health Potions (of any type) + Ruby (any type) + Magical Sword |
A Magic Sword of the Leech |
You can use this formula to get a Life Stealing sword. ilvl = 30. The sword
will always have the "of the Leech" suffix (4-5% Life Stolen Per Hit) and
has a chance at getting a prefix as well. The type of sword is retained. For
example, a champion sword as input will give a champion sword as output. |
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2 Quivers of Bolts |
1 Quiver of Arrows |
For users of Bows that are in need of ammunition. Random quantity of Arrows
produced. |
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2 Quivers of Arrows |
1 Quiver of Bolts |
For users of Crossbows that are in need of ammunition. Random quantity of
Bolts produced. |
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1 Spear + 1 Quiver of Arrows |
1 Stack of Javelins |
Mainly for Amazons that are in need of Javelins to use with skills. Any
class/type of Spear can be used. |
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1 Axe + 1 Dagger |
Throwing Axe |
Any class/type of Axe can be used (i.e. magic/socketed/non magical axe/etc).
Random quantity of throwing axes produced. |
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3 Perfect Gems (of any type) + 1 Magic Item |
1 New Random Magic Item of the Same Type |
Get another chance at a Magic Item of the same
type. The ilvl = ilvl. This means to use 100% of the ilvl of the input item.
It's important to note the difference between "the ilvl is set to a fixed
number" like what happens in some recipes and "the ilvl of the output is
exactly the same as the ilvl of the input" as is the case here. So if you're
cubing for +skills Grand Charms, for example, you want to use Charms
starting from late Nightmare, not ones that dropped in the Normal Blood
Moor. You can use this formula (with an Amulet) to create a +2 Skills
Amulet. And you cannot Gamble one before Character Level 86. Be warned
however, that the chances of getting that on an Amulet might be very low
(considering everything is available) and it might take a lot of tries. Rare
Items cannot be used with this formula to create new Rare Items. You can
also use this on Charms and Jewels. |
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Strangling Gas Potion + any type of Healing Potion |
1 Antidote Potion |
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1 Magic Shield (any type) + 1 Spiked Club (any quality) + 2 Skulls
(any quality) |
Magic Shield of Spikes |
ilvl=30. The shield will always have the "of Spikes" suffix (Attacker Takes
Damage of 4-6) and has a chance at getting a prefix as well. The type of
shield is retained, and any type of shield (including paladin shields and
necromancer shrunken heads) works as input. |
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Diamond (any quality) + 1 Staff (any type and quality) + 1 Kris
(any quality) + 1 Belt (any type and quality) |
Savage Polearm Class Weapon |
ivl = 50. The polearm will always have the Savage prefix (66-80% Enhanced
Damage) and has a chance at getting a suffix as well. The polearm will be
one of the following, selected randomly: Bardiche, Battle Scythe, Bill,
Halberd, Lochaber Axe, Partizan, Poleaxe, Scythe, Voulge, War Scythe (put
another way, any normal polearm or any exceptional polearm other than Bec-de-Corbin
and Grim Scythe). |
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Wirt's Leg + A Tome of Town Portal |
Secret Cow Level |
You must Transmute in the Act I Rogue Encampment. You must have
already killed Baal in the same Difficulty Level. |
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1 Eld Rune + 1 Chipped Gem + Low Quality Weapon |
Normal Quality Weapon of same type |
ilvl = 1. That is, regardless of what the ilvl was beforehand, it will be
set to 1. |
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1 El Rune + 1 Chipped Gem + Low Quality Armor |
Normal Quality Armor of same type |
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1 Ral Rune + 1 Sol Rune + 1 Perfect Emerald + Normal Unique Weapon |
Exceptional Version of Weapon |
This formula changes the base item type from the normal to exceptional
version. For example an Axe is turned into a Cleaver. This does NOT convert
the item to the Exceptional Unique version of the Unique Item. Unique item
bonuses remain the same; only the item it's based on is upgraded. This can
be used to upgrade Ethereal Items also. They will continue to be Ethereal
after they are upgraded. Also if the item is socketed, then jewels or runes
and their mods will also remain. |
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1 Tal Rune + 1 Shael Rune + 1 Perfect Diamond + Normal Unique Armor |
Exceptional Version of Armor |
This formula changes the base item type from the normal to exceptional
version. For example Quilted Armor is turned into Ghost Armor. This does NOT
convert the item to the Exceptional Unique version of the Unique Item. So
you cannot for example use this formula to transform Greyform into
The Spirit Shroud.
Unique item bonuses remain the same; only the item it's based on is
upgraded. This can be used to upgrade Ethereal Items also. They will
continue to be Ethereal after they are upgraded. Also if the item is socketed, then jewels or runes and their mods will also remain. Armor refers
to any sort of armor, including helms, boots, belts, gloves and shields, not
just body armor. |
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1 Ort Rune + 1 Amn Rune + 1 Perfect Sapphire + Normal (Basic) Rare
Weapon |
Exceptional Rare Weapon |
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1 Ral Rune + 1 Thul Rune + 1 Perfect Amethyst + Normal (Basic) Rare
Armor |
Exceptional Rare Armor |
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1 Fal Rune + 1 Um Rune + 1 Perfect Sapphire + Exceptional Rare
Weapon |
Elite Rare Weapon |
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1 Ko Rune + 1 Pul Rune + 1 Perfect Amethyst + Exceptional Rare
Armor |
Elite Rare Armor |
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1 Ort Rune + Weapon |
Fully Repaired Weapon |
You cannot repair Ethereal items. |
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1 Ral Rune + Armor |
Fully Repaired Armor |
You cannot repair Ethereal items. |
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1 Ort Rune + 1 Chipped Gem (any kind) + Weapon |
Fully Repaired and Recharged Weapon |
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1 Ral Rune + 1 Flawed Gem (any kind) + Armor |
Fully Repaired and Recharged Armor
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You cannot repair ethereal armor. Armor refers to any sort of armor,
including helms, boots, belts, gloves and shields, not just body armor. |
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1 Lum Rune + 1 Pul Rune + 1 Perfect Emerald + Exceptional Unique
Weapon |
Elite Version of Weapon (Ladder Only) |
This formula changes the base item type from the exceptional to elite
version. For example a Cleaver is turned into a Small Crescent. This does
NOT convert the item to the Elite Unique version of the Exceptional Unique
Item. Unique item bonuses remain the same; only the item it's based on is
upgraded. This can be used to upgrade Ethereal Items also. They will
continue to be Ethereal after they are upgraded. You cannot do this formula
unless you are using a Ladder Character. Also if the item is socketed, then
jewels or runes and their mods will also remain. |
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1 Ko Rune + 1 Lem Rune + 1 Perfect Diamond + Exceptional Unique
Armor |
Elite Version of Armor (Ladder Only) |
This formula changes the base item type from the exceptional to elite
version. For example Ghost Armor is turned into a Dusk Shroud. This does NOT
convert the item to the Elite Unique version of the Unique Item. Unique item
bonuses remain the same; only the item it's based on is upgraded. This can
be used to upgrade Ethereal Items also. They will continue to be Ethereal
after they are upgraded. You cannot do this formula unless you are using a
Ladder Character. Also if the item is socketed, then jewels or runes and
their mods will also remain. Armor refers to any sort of armor, including
helms, boots, belts, gloves and shields, not just body armor. |