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		<updated>2026-09-26T12:13:13Z</updated>
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	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Ethereal&amp;diff=7768</id>
		<title>Ethereal</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Ethereal&amp;diff=7768"/>
				<updated>2008-08-21T18:23:58Z</updated>
		
		<summary type="html">&lt;p&gt;Nickshanks: /* Introduction */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item_navbox}}&lt;br /&gt;
=Introduction=&lt;br /&gt;
&lt;br /&gt;
Ethereal Items are found only in the Expansion. &amp;quot;Ethereal&amp;quot; is not a modifier, it's a type of item flag, similar to Superior or Socketed, that can occur on all types of items. Ethereal can occur on normal items, but also magical, Rare, Unique, (but not Set), any type of item in the game that has durability.&lt;br /&gt;
&lt;br /&gt;
'''Never Ethereal''': Rings, amulets, bows, crossbows, or on the always indestructible Phase Blades ([[../weapons/swords-elite.shtml|Elite Crystal Swords]]), or any Set Items. Unique items that are Indestructible as a special property will not spawn Ethereal either. Sets being never-ethereal is assumed to be a bug.&lt;br /&gt;
&lt;br /&gt;
Ethereal occurs on about 5% of all weapons and armor. It is both good and bad.&lt;br /&gt;
&lt;br /&gt;
* The good is that it raises a weapon's damage 50%, and an armor's defense 50%.&lt;br /&gt;
* The bad is that it lowers their durability by 45%, and and the real kicker, it makes them un-repairable.&lt;br /&gt;
&lt;br /&gt;
So an Ethereal weapon will potentially have the biggest damage of any weapon in the game, but it wouldn't last long. Armor can be usable indefinitely with Ethereal on it, depending on how often your character gets hit, and the added Defense can help, but very few characters select their armor based on it adding higher defense, and the ones that do are the ones who need higher defense, I.E. they are getting hit a lot.&lt;br /&gt;
&lt;br /&gt;
Ethereal items are always found with full durability, unlike normal, magical, and rare items. Of course this full durability is about half the normal, but instead of finding say 23/50 Field Plate, the ethereal will have 27/27 when found.&lt;br /&gt;
&lt;br /&gt;
Ethereal items with charges do not spawn with full charges, and the spells can not be recharged except with a [[Horodric Cube]] recipe.&lt;br /&gt;
&lt;br /&gt;
Ethereal items calculate the 50% defense or damage increase on the base item, and that is then modified by any mods on the item. This makes for much larger improvements in defense/damage.&lt;br /&gt;
&lt;br /&gt;
=Ethereal Appearance=&lt;br /&gt;
&lt;br /&gt;
Ethereal items on the ground have a dark gray name, just like socketed items. You can't tell a socketed armor, helm, weapon, or shield from an ethereal from the name tag. Obviously if the gray-text item is boots, belt, or gloves, it's going to be Ethereal, since those items can't be socketed. Bliz has considered changing the colors, such as making Ethereal slightly lighter grey, but this hasn't happened yet. Perhaps in v1.10. You can't see any indication that a magical, set, rare, or unique item in Ethereal from the name when on the ground.&lt;br /&gt;
&lt;br /&gt;
In your inventory Ethereal items are transparent. They have the same colors from affixes as other items, but they'll always be somewhat see-through. You can [[Ethereal Merc| see one here]].&lt;br /&gt;
&lt;br /&gt;
=Ethereal Bonus Calculation=&lt;br /&gt;
&lt;br /&gt;
Prior to v1.09, Ethereal didn't add that big of a bonus, since the 50% was just tacked on at the end. If you had an Ethereal [http://www.diabloii.net/items/armor/armor-excep.shtml Ornate plate] with 440 Defense base, the Ethereal would act like a +50% enhanced defense modifier, and you'd get 220 more defense. Not a bad bonus, but you can get up to +100% on Rares, and +200% with Godly on magical items, and in those cases the bonus from the Ethereal is just a small part of the total defense.&lt;br /&gt;
&lt;br /&gt;
It worked the same way on weapons, if you had a [http://www.diabloii.net/items/weapons/swords-excep.shtml War Sword], 8-20 Damage, Ethereal would add 50%, or 4-10 damage. If the item were Cruel, adding 300% damage, the ethereal bonus would be just a small portion of the 350% total.&lt;br /&gt;
&lt;br /&gt;
This was changed in v1.09, so now the Ethereal 50% bonus applies to the item's base stats, and is then modified by any other bonuses. For example: in v1.08, Ethereal just added on like another 50% enhanced damage or defense, so a 200% Godly Ethereal Sacred Plate with 600 base def armor would have been basically 250% defense, so 1800 normal or 2100 Ethereal.&lt;br /&gt;
&lt;br /&gt;
In v1.09 the 50% Ethereal works on the base, so the 600 would become 900, and then get the 200%, yielding 2700 Def, a 600 defense improvement in this example. The bigger the +%defense or damage bonus on the item the bigger the improvement from Ethereal to normal.&lt;br /&gt;
&lt;br /&gt;
For a weapon, if you had a War Pike, with a base damage of 33-178, and 300% enhanced damage, it would do 132-712. If this item were Ethereal it would be 49-267 base, and the 300% damage would make it 196-1068. A huge improvement. Of course the problem is that it would only have 13 durability.&lt;br /&gt;
&lt;br /&gt;
=Item Durability Loss=&lt;br /&gt;
&lt;br /&gt;
All types of armor lose durability when you are hit by monsters or other players while wearing the items. Different pieces of armor take durability loss at different rates, as listed below. Armor does not lose durability when you take magical damage.&lt;br /&gt;
&lt;br /&gt;
The following odds assume you are wearing all types of armor listed. If you do not have a given type of armor on and the game rolls that armor to take the durability loss, you do not lose any durability.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; Armor: 23.1%&amp;lt;br /&amp;gt; Shield: 23.1%&amp;lt;br /&amp;gt; Helm: 15.4%&amp;lt;br /&amp;gt; Gloves: 15.4%&amp;lt;br /&amp;gt; Belt: 11.5%&amp;lt;br /&amp;gt; Boots: 11.5% &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Shields lose durability when you block successfully with them. Shields do not lose durability when you Smite with them (your weapon does). If you have no equipped weapon your Smite will not cost you any durability, but it will also be very slow, since weapon speed influences Smite speed.&lt;br /&gt;
&lt;br /&gt;
Weapons lose durability when you hit things with them, at a rate you are probably quite familiar with from play experience. Weapons also take the durability loss when a Paladin uses Smite. Throwing weapons lose from the stack when you use them for melee, at a reduced rate compared to regular melee weapons (about 1/6th as often).&lt;br /&gt;
&lt;br /&gt;
If you don't hit anything with your weapon, (as with an orb or staff or wand used by a spell-caster) the item will never lose any durability. So an ethereal orb is just as good as a non-ethereal one.&lt;br /&gt;
&lt;br /&gt;
=Merc-wear=&lt;br /&gt;
&lt;br /&gt;
Ethereal items are best used on your hired Mercenaries, since their equipment never loses any durability. [[images/ethereal-merc.htm|Your Merc]] will enjoy the added defensive boost, or the extra damage, and can use that item forever. And the gear doesn't sell for much, so you aren't missing on a great profit by not selling it instead. Ethereal weapons are very good for mercs, and if you find some nice ethereal unique armor or helm, you can use it until it's down to 1 durability, then put it on your merc where it will remain useful indefinitely.&lt;br /&gt;
&lt;br /&gt;
=Selling Ethereals=&lt;br /&gt;
&lt;br /&gt;
Ethereal ruins the selling price, cutting it by 75% or more. You can still get pretty good gold for ethereal armor or wands/scepters/staves/etc, the really expensive stuff, but not weapons or most types of armor.&lt;br /&gt;
&lt;br /&gt;
Anything you sell that is ethereal is gone; the NPC merchants will not display it for repurchase, even if they have room in their window.&lt;br /&gt;
&lt;br /&gt;
=Self-Repairing=&lt;br /&gt;
&lt;br /&gt;
An item can get Ethereal as well as one of the self-repairing modifiers, and will last forever if you don't use up the durability quicker than it repairs itself. If you use it up completely, the item will regenerate durability, but will still be unusable. The key is obviously to take it off or wait in town to let it regenerate, if it's getting really low.&lt;br /&gt;
&lt;br /&gt;
==Self-Repairing Throwing Items==&lt;br /&gt;
&lt;br /&gt;
These will refill themselves, but if they go to 0, they are ruined. The counter will refill, but you will not be able to equip them again. Ethereal Titan's Revenge are a popular item, but you'll need at least one spare stack of javelins to switch to when the Ethereal Titans get low.&lt;br /&gt;
&lt;br /&gt;
All self-regenerating throwing items work the same way, in that they go to 0 and become unusable, even as the stack regenerates. It's just that non-ethereal ones can be repaired (for 1 gold) and all is well. Ethereal ones are broken forever.&lt;br /&gt;
&lt;br /&gt;
=Superior Ethereal=&lt;br /&gt;
&lt;br /&gt;
This is possible, and the Ethereal is calculated after any +durability from Superior. So a 50 durability item with say 12% bonus from Superior would have 56 durability, and that would drop to 31 with Ethereal.&lt;br /&gt;
&lt;br /&gt;
=Ethereal Items with Charges=&lt;br /&gt;
&lt;br /&gt;
Neither the item nor the charges on the item can be repaired, so once you've used up all of the spell charges, they are gone forever.&lt;br /&gt;
&lt;br /&gt;
=RuneWords=&lt;br /&gt;
&lt;br /&gt;
Ethereal socketed items used to make a RuneWord will still be Ethereal, with the normal bonus and lower defense, and unrepairable. There are no RuneWords that use Zod in v1.09.&lt;br /&gt;
&lt;br /&gt;
=Imbuing Ethereal=&lt;br /&gt;
&lt;br /&gt;
This is not a good idea, since the Ethereal stays on the item even once it's been made Rare. Unless you are very lucky and hope for a self-repairing mod, or have Zod runes to spare, don't do it.&lt;br /&gt;
&lt;br /&gt;
=Socketing=&lt;br /&gt;
&lt;br /&gt;
You can socket a normal ethereal item, and it will remain ethereal, and gain sockets just as a non-ethereal item would.  &lt;br /&gt;
&lt;br /&gt;
=Cube Recipes=&lt;br /&gt;
&lt;br /&gt;
Ethereal swords used in the 3 chippy recipe do not remain Ethereal. Ethereal items used in the 3 perfect gems recipe do not remain Ethereal. They emerge as normal items of their type, no longer ethereal. However this will (of course) reset all of their mods, so you can't do this to de-etherealize something useful.&lt;br /&gt;
&lt;br /&gt;
=Crafting=&lt;br /&gt;
&lt;br /&gt;
Ethereal items that are crafted will become normal items, not remain ethereal.&lt;br /&gt;
&lt;br /&gt;
The rule of thumb is that anything using a cube (crafting or other recipes) will turn an ethereal item normal, and remove the bonus damage or defense on it. Just imbuing or socketing with Larzuk will leave it ethereal, since there's no cube involved.&lt;br /&gt;
&lt;br /&gt;
=The Zod Rune Bug=&lt;br /&gt;
&lt;br /&gt;
The [[Runes Alphabetical#zod|Zod Rune]] (#33) makes anything you socket it in indestructible. This is the only way to fix an Ethereal item, and as it would retain the damage or defense bonus from being Ethereal, you'd have an indestructible item with higher than normal stats.&lt;br /&gt;
&lt;br /&gt;
Zod in Ethereal has been bugged several times, and is currently this way again. Inserting a Zod into an Ethereal item with bonus durability will ruin the item, making it drop to 0 durability. However, zod in an etheral item that does not have bonus durability will make the item indestructible.&lt;br /&gt;
&lt;br /&gt;
For example, The [[Unique Maces#baranarsstar|Baranar's Mace]] has +100 durability, and due to the bug can not be Zod'ed properly. [[Unique Axes#messerschmidtsreaver|Messerschmidt's Reaver]] has +25 durability, and will break if you Zod it. However [[Unique Axes#hellslayer|Hellslayer ]] has no bonus durability, and will therefore become indestructible if you Zod it. The same is true for the [[Unique Body Armor|Unique elite body armor]]; Gladiator's Bane will break if you Zod it, but Arkaine's Valor will become indestructible.&lt;br /&gt;
&lt;br /&gt;
=Fixing Ethereal=&lt;br /&gt;
&lt;br /&gt;
There is no way to make an Ethereal item non-ethereal and retain its original stats, other than using the Zod rune, and it is partially bugged, as the above entry details. You must socket the Zod before the item goes to zero durability. Once it's gone to zero durability there is no way to bring it back, and Zod will not help then. There is nothing else you can do to change an Ethereal without changing the entire item. Adding a socket, personalizing an item, etc has no effect on ethereal.&lt;br /&gt;
&lt;br /&gt;
=Iron Golems=&lt;br /&gt;
&lt;br /&gt;
Ethereal items used to create the Necromancer's Iron Golem look different than normal Iron Golems. The Golem gets bonus stats, and is transparent in the game, much like Ghostly champion monsters. Golems you can see-through are cool.&lt;br /&gt;
&lt;br /&gt;
=How Common is Ethereal?=&lt;br /&gt;
&lt;br /&gt;
Common, but not that common. It's said by Blizzard to be 5% of all item drops, but since it can't occur on various types of items (bows, xbows, jewelry, set items) the actual amount is less than 5% of total item drops. You'll see something Ethereal every game, often several of them a game, but it's only really noticed when you get it on a Rare or Unique. Pre-game there were lots of worries of great Rares being ruined by Ethereal, but this is very seldom an issue. So few Rares happen to have a good combination of mods, especially with Ethereal on them also, that it's just not something to worry about. Ethereal Uniques are much more often a problem, since most Uniques are pretty good now, especially all the Exceptional and Elite ones.&lt;br /&gt;
&lt;br /&gt;
=What Does &amp;quot;Ethereal&amp;quot; Mean?=&lt;br /&gt;
&lt;br /&gt;
To quote the dictionary:&lt;br /&gt;
&lt;br /&gt;
&amp;lt;blockquote&amp;gt; 1 a : of or relating to the regions beyond the earth&amp;lt;br /&amp;gt; b : celestial, heavenly&amp;lt;br /&amp;gt; c : unworldly, spiritual&amp;lt;br /&amp;gt; 2 a : lacking material substance : immaterial, intangible &amp;lt;/blockquote&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Not that any of this really matters in the game, it's just a cool word Bliz chose to fit the idea of bonus/no-repair weapons.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Items]]&lt;/div&gt;</summary>
		<author><name>Nickshanks</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Cube_Recipes&amp;diff=7767</id>
		<title>Cube Recipes</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Cube_Recipes&amp;diff=7767"/>
				<updated>2008-08-21T17:57:54Z</updated>
		
		<summary type="html">&lt;p&gt;Nickshanks: /* Item Upgrades */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item navbox}}[[Image:horadric-cube.gif|right|frame]]The Horadric Cube is a quest item you must have to complete the main quests in Act Two and Act Three.  However it's much more than just a quest item, it has a ton of other cool features that make it useful throughout the entire game.&lt;br /&gt;
&lt;br /&gt;
=Cube Operation=&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]]To use the Horadric Cube, simply drag and drop items on it. They will automatically be positioned within the cube, assuming there's enough free space for them to fit. To open the cube, right click on it, then click and drag to move items between the cube and your inventory. Dropping the cube will instantly move everything from the cube to your inventory, with anything you lack space for dropping to the ground. The cube can be held in your inventory or your town stash.  To convert items in the cube, click the transmute button, visible only when the cube is open. If invalid items are in the cube or the recipe is not possible for some reason, your character will say, &amp;quot;I can't do that.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
* Items will be Identified by Cain while inside the Horadric Cube.&lt;br /&gt;
* Only one Horadric Cube can be picked up by the same character, and it's impossible to place one cube inside another one.&lt;br /&gt;
* Cubes can be passed down to characters who have not found one yet, such as &amp;quot;mule&amp;quot; characters who want them for extra storage.&lt;br /&gt;
** If a cube is lost, a new one can be retrieved from level 3 of the Halls of the Dead, in Act Two, or If you dont have one when The Council is killed, ( Act 3, Quest 5 ) another one will drop.&lt;br /&gt;
* The Horadric Cube is required to create [[Crafted Items]], as well as the following recipes.&lt;br /&gt;
&lt;br /&gt;
This page lists all working recipes for the Horadric Cube. New recipes are frequently added in patches, and the function of some existing recipes are tweaked for better game balance.&lt;br /&gt;
&lt;br /&gt;
=Secret Cow Level=&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]]Wirt's Leg + A Tome of Town Portal --&amp;gt; Red Portal to the Secret Cow Level&lt;br /&gt;
* The recipe must be performed in the Rogue Camp (Act One Town).  &lt;br /&gt;
* A character must first defeat Baal on that difficulty level to open the portal. &lt;br /&gt;
* Characters who have received credit for killing the Cow King on that difficulty level may not open the portal (but may pass through it if someone else does).&lt;br /&gt;
&lt;br /&gt;
See the [[Secret Cow Level]] page for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Pandemonium Event=&lt;br /&gt;
&lt;br /&gt;
See the [[Pandemonium Event]] page for details on these recipes and the quest they are part of.&lt;br /&gt;
* These recipes must be executed in Haggorath (Act Five Town) in a Hell difficulty game on the Battle.net Realms. They do not work in single player.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]]Key of hate + Key of Terror + Key of Destruction --&amp;gt; Red Portal to either the Matron's Den, Furnace of Pain, or Forgotten Sands. (Which of the 3 portals opens is random, but they will not repeat if opened in the same game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]]Baal's Eye + Diablo's Horn + Mephisto's Brain --&amp;gt; Red Portal to Uber Tristram&lt;br /&gt;
&lt;br /&gt;
=Upgrade Recipes=&lt;br /&gt;
&lt;br /&gt;
One of the most useful features of the cube is its ability to upgrade simple items into more powerful ones. Gems, runes, potions, and various other small objects can be combined and improved in the cube.&lt;br /&gt;
&lt;br /&gt;
==Gems==&lt;br /&gt;
&lt;br /&gt;
Gems can be upgraded from chipped all the way to perfect. Three of the same kind and quality will yield one of the same kind of the next higher quality. This works for '''all seven types of gems'''. Skulls included. For example:&lt;br /&gt;
* 3 chipped topaz --&amp;gt; 1 flawed topaz&lt;br /&gt;
* 3 flawed topaz --&amp;gt; 1 topaz&lt;br /&gt;
* 3 topaz --&amp;gt; 1 flawless topaz&lt;br /&gt;
* 3 flawless topaz --&amp;gt; 1 perfect topaz.&lt;br /&gt;
&lt;br /&gt;
==Runes==&lt;br /&gt;
Much like gems, runes can be upgraded to higher quality, burning three to create one of the next type.&lt;br /&gt;
* 3 El Runes --&amp;gt; 1 Eld Rune&lt;br /&gt;
* 3 Eld Runes --&amp;gt; 1 Tir Rune&lt;br /&gt;
* 3 Tir Runes --&amp;gt; 1 Nef Rune&lt;br /&gt;
* 3 Nef Runes --&amp;gt; 1 Eth Rune&lt;br /&gt;
* 3 Eth Runes --&amp;gt; 1 Ith Rune&lt;br /&gt;
* 3 Ith Runes --&amp;gt; 1 Tal Rune&lt;br /&gt;
* 3 Tal Runes --&amp;gt; 1 Ral Rune&lt;br /&gt;
* 3 Ral Runes --&amp;gt; 1 Ort Rune&lt;br /&gt;
* 3 Ort Runes --&amp;gt; 1 Thul Rune&lt;br /&gt;
&lt;br /&gt;
That was as far as Runes could be upgraded until the v1.10 patch added the following recipes. '''These only work in v1.10 or v1.11.''' &lt;br /&gt;
* 3 Thul Runes + 1 Chipped Topaz --&amp;gt; 1 Amn Rune&lt;br /&gt;
* 3 Amn Runes + 1 Chipped Amythest --&amp;gt; 1 Sol Rune&lt;br /&gt;
* 3 Sol Runes + 1 Chipped Sapphire --&amp;gt; 1 Shael Rune&lt;br /&gt;
* 3 Shael Runes + 1 Chipped Ruby --&amp;gt; 1 Dol Rune&lt;br /&gt;
&lt;br /&gt;
Higher level runes can also be upgraded, but only in v1.10 or v1.11, and only by single-player, realm, or ladder characters. &lt;br /&gt;
* 3 Dol Runes + 1 Chipped Emerald --&amp;gt; 1 Hel Rune&lt;br /&gt;
* 3 Hel Runes + 1 Chipped Diamond --&amp;gt; 1 Io Rune&lt;br /&gt;
* 3 Io Runes + 1 Flawed Topaz --&amp;gt; 1 Lum Rune&lt;br /&gt;
* 3 Lum Runes + 1 Flawed Amythest --&amp;gt; 1 Ko Rune&lt;br /&gt;
* 3 Ko Runes + 1 Flawed Sapphire --&amp;gt; 1 Fal Rune&lt;br /&gt;
* 3 Fal Runes + 1 Flawed Ruby --&amp;gt; 1 Lem Rune&lt;br /&gt;
* 3 Lem Runes + 1 Flawed Emerald --&amp;gt; 1 Pul Rune&lt;br /&gt;
* 2 Pul Runes + 1 Flawed Diamond --&amp;gt; 1 Um Rune&lt;br /&gt;
* 2 Um Runes + 1 Topaz --&amp;gt; Mal Rune&lt;br /&gt;
* 2 Mal Runes + 1 Amethyst --&amp;gt; Ist Rune&lt;br /&gt;
* 2 Ist Runes + 1 Sapphire --&amp;gt; Gul Rune&lt;br /&gt;
* 2 Gul Runes + 1 Ruby --&amp;gt; Vex Rune&lt;br /&gt;
* 2 Vex Runes + 1 Emerald --&amp;gt; Ohm Rune&lt;br /&gt;
* 2 Ohm Runes + 1 Diamond --&amp;gt; Lo Rune&lt;br /&gt;
* 2 Lo Runes + 1 Flawless Topaz --&amp;gt; Sur Rune&lt;br /&gt;
* 2 Sur Runes + 1 Flawless Amethyst --&amp;gt; Ber Rune&lt;br /&gt;
* 2 Ber Runes + 1 Flawless Sapphire --&amp;gt; Jah Rune&lt;br /&gt;
* 2 Jah Runes + 1 Flawless Ruby --&amp;gt; Cham Rune&lt;br /&gt;
* 2 Cham Runes + 1 Flawless Emerald --&amp;gt; Zod Rune&lt;br /&gt;
&lt;br /&gt;
A handy way to remember which gems are required for the upgrades past Ort is by using the acronym TASRED. As in, &amp;quot;Don't taze me, dude.&amp;quot; (&amp;quot;[http://en.wikipedia.org/wiki/Taser Tasered]&amp;quot; is the correct spelling, but that would repeat the &amp;quot;E&amp;quot;.) Each gem except the skull: Topaz, Amythest, Sapphire, Ruby, Emerald, Diamond, is used, in repeating order and increasing quality. So Ort is T, Thul is A, Amn is S, and so on.&lt;br /&gt;
&lt;br /&gt;
==Potions==&lt;br /&gt;
&lt;br /&gt;
Any quality of healing or mana potion can be used in the following recipes. Any type of gem (including skulls) can be used as well.&lt;br /&gt;
&lt;br /&gt;
* 3 health potions + 3 mana potions + 1 chipped gem --&amp;gt; 1 partial rejuvenation potion&lt;br /&gt;
* 3 health potions + 3 mana potions + 1 normal quality gem --&amp;gt; 1 full rejuvenation potion&lt;br /&gt;
* 3 partial rejuvenation potions --&amp;gt; 1 full rejuvenation potion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Runeword Preparation Recipes=&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Hel Rune + Scroll of Town Portal + Any Socketed Item --&amp;gt; Remove items from sockets&lt;br /&gt;
* Removes the jewels, gems, or runes from the sockets in an item.&lt;br /&gt;
* The items in the sockets are destroyed, and all bonuses granted by those items are removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Eld Rune + 1 Chipped Gem + Low Quality Weapon --&amp;gt; Normal Quality Weapon of same type&lt;br /&gt;
* ilvl = 1&lt;br /&gt;
** This recipe is useful to upgrade a low quality weapon to normal quality. It can then be used in other recipes to add sockets, in preparation for turning it into a runeword.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 El Rune + 1 Chipped Gem + Low Quality Armor --&amp;gt; Normal Quality Armor of same type&lt;br /&gt;
* ilvl = 1.&lt;br /&gt;
** This recipe is useful to upgrade a low quality armor to normal quality. It can then be used in other recipes to add sockets, in preparation for turning it into a runeword.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Tal Rune + 1 Thul Rune + 1 Perfect Topaz + Normal Body Armor --&amp;gt; Socketed Body Armor of same type&lt;br /&gt;
* This recipe adds 1-4 sockets to the armor, making it potentially useful for a [[Runeword]].&lt;br /&gt;
* The game always rolls for up to 6 sockets with this recipe. The amount of sockets is then capped to the maximum amount that particular item can have. Armor that can only have up to 2 sockets would therefore have a 1/6 chance of 1, and a 5/6 chance of 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Ral Rune + 1 Amn Rune + 1 Perfect Amethyst + Normal Weapon = Socketed Weapon of same type&lt;br /&gt;
* This recipe adds 1-6 sockets to the weapon, making it potentially useful for a [[runeword]].&lt;br /&gt;
* The game rolls for up to 6 sockets with this recipe. If a weapon can not have 6 sockets, then the number is capped to the maximum for that particular item after the roll. A weapon with 3 sockets maximum would have 1/6 chance for 1, 1/6 chance for 2, and 4/6 chance for 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Ral Rune + 1 Thul Rune + 1 Perfect Sapphire + Normal Helm --&amp;gt; Socketed Helm of same type&lt;br /&gt;
* This recipe adds 1-3 sockets to the helm, making it potentially useful for a [[Runeword]].&lt;br /&gt;
* The game always rolls for up to 6 sockets with this recipe. The amount of sockets is then capped to the maximum amount that particular item can have. A helm type that only allows 2 sockets would have a 1/6 chance of 1, and a 5/6 chance of 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Tal Rune + 1 Amn Rune + 1 Perfect Ruby + Normal Shield --&amp;gt; Socketed Shield of same type&lt;br /&gt;
* This recipe adds 1-4 sockets to the shield, making it potentially useful for a [[Runeword]].&lt;br /&gt;
* The game always rolls for up to 6 sockets with this recipe. The amount of sockets is then capped to the maximum amount that particular item can have. A shield that can only have 3 sockets will have a 1/6 chance of 1, 1/6 chance of 2, and 4/6 chance of 3.&lt;br /&gt;
&lt;br /&gt;
=Item Upgrades=&lt;br /&gt;
&lt;br /&gt;
Various recipes to upgrade the quality of uniques and rares. Will not work on crafted items or runewords. These recipes do not alter the modifiers on items; they merely upgrade the base item type, from normal to exceptional, or exceptional to elite, enabling greater damage or higher defense.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 3 Perfect Skulls + 1 Rare Item + Stone of Jordan --&amp;gt; Add 1 Socket To a Rare Item&lt;br /&gt;
* Only one socket will be added.&lt;br /&gt;
* Will not add a socket to an item that already has one.&lt;br /&gt;
* Does not work on items that can not have sockets, such as throwing items, boots, gloves, belts, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Ral Rune + 1 Sol Rune + 1 Perfect Emerald + Normal Unique Weapon --&amp;gt; Exceptional Version of Weapon&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe upgrades the item type of the weapon without changing the stats, and is useful to increase the weapon's damage.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength and dexterity requirements, will increase corresponding to the exceptional version of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Tal Rune + 1 Shael Rune + 1 Perfect Diamond + Normal Unique Armor --&amp;gt; Exceptional Version of Armor&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe upgrades the item type of the armor without changing the stats, and is useful to increase the armor's defence.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength requirements, will increase corresponding to the exceptional version of the item.&lt;br /&gt;
* Works on all types of armor, not just body armor. Helms, boots, belts, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Lum Rune + 1 Pul Rune + 1 Perfect Emerald + Exceptional Unique Weapon --&amp;gt; Elite Version of Weapon&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* '''Ladder characters''' and single player characters only.&lt;br /&gt;
* This recipe upgrades the item type of the weapon without changing the stats, and is useful to increase the weapon's damage.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength and dexterity requirements, will increase corresponding to the elite version of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Ko Rune + 1 Lem Rune + 1 Perfect Diamond + Exceptional Unique Armor --&amp;gt; Elite Version of Armor&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* '''Ladder characters''' and single player characters only.&lt;br /&gt;
* This recipe upgrades the item type of the armor without changing the stats, and is useful to increase the armor's defense.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength requirements, will increase corresponding to the elite version of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Ort Rune + 1 Amn Rune + 1 Perfect Sapphire + Normal (Basic) Rare Weapon --&amp;gt; Exceptional Rare Weapon&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe upgrades the item type of the weapon without changing the stats, and is useful to increase the weapon's damage.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength and dexterity requirements, may increase corresponding to the exceptional version of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Ral Rune + 1 Thul Rune + 1 Perfect Amethyst + Normal (Basic) Rare Armor --&amp;gt; Exceptional Rare Armor&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe upgrades the item type of the armor without changing the stats, and is useful to increase the armor's defense.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength requirements, may increase corresponding to the exceptional version of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Fal Rune + 1 Um Rune + 1 Perfect Sapphire + Exceptional Rare Weapon --&amp;gt; Elite Rare Weapon&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe upgrades the item type of the armor without changing the stats, and is useful to increase the weapon's damage.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength and dexterity requirements, may increase corresponding to the elite version of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Ko Rune + 1 Pul Rune + 1 Perfect Amethyst + Exceptional Rare Armor --&amp;gt; Elite Rare Armor&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe upgrades the item type of the armor without changing the stats, and is useful to increase the armor's defense.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength requirements, may increase corresponding to the exceptional version of the item.&lt;br /&gt;
&lt;br /&gt;
=Repairs and Recharges=&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Ort Rune + Weapon --&amp;gt; Fully Repaired Weapon&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe will fully repair an item without visiting the NPC blacksmith. This is useful to avoid a trip to town, or to repair some weapons that have astronomical repair costs, due to irregularities in how the game determines the price for repairs.&lt;br /&gt;
* Does not work on ethereal items.&lt;br /&gt;
* Charges on an item are not replenished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]]1 Ral Rune + Armor --&amp;gt; Fully Repaired Armor&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe will fully repair an item without visiting the NPC blacksmith. This is useful to avoid a trip to town, or to repair some armors that have astronomical repair costs, due to irregularities in how the game determines the price for repairs.&lt;br /&gt;
* Does not work on ethereal items.&lt;br /&gt;
* Charges on an item are not replenished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Ort Rune + 1 Chipped Gem (any kind) + Weapon --&amp;gt; Fully Repaired and Recharged Weapon&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe will fully repair and recharge an item without visiting the NPC blacksmith. This is useful to avoid a trip to town, or to repair some armors that have astronomical repair costs, due to irregularities in how the game determines the price for repairs or recharges.&lt;br /&gt;
* Will not repair (but will recharge) ethereal items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Ral Rune + 1 Flawed Gem (any kind) + Armor --&amp;gt; Fully Repaired and Recharged Armor&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe will fully repair and recharge an item without visiting the NPC blacksmith. This is useful to avoid a trip to town, or to repair some armors that have astronomical repair costs, due to irregularities in how the game determines the price for repairs or recharges.&lt;br /&gt;
* Will not repair (but will recharge) ethereal items.&lt;br /&gt;
* Works on every type of armor: boots, gloves, belts, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Foraging Recipes==&lt;br /&gt;
&lt;br /&gt;
Useful tricks to quickly turn junk into something you need right then and there, usually to save a trip back to town. Any quality or type of item may be used in the following recipes.&lt;br /&gt;
* 2 Quivers of Bolts --&amp;gt; 1 Quiver of Arrows (random quantity)&lt;br /&gt;
* 2 Quivers of Arrows --&amp;gt; 1 Quiver of Bolts (random quantity)&lt;br /&gt;
* 1 Spear + 1 Quiver of Arrows --&amp;gt; 1 Stack of Javelins (non-magical, random quantity)&lt;br /&gt;
* 1 Axe + 1 Dagger  --&amp;gt; A stack of throwing axes (non-magical, random quantity)&lt;br /&gt;
* 1 Strangling Gas Potion + 1 Healing Potion --&amp;gt; 1 Antidote Potion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Recycling Recipes=&lt;br /&gt;
&lt;br /&gt;
These useful recipes allow methodical players to turn their junk into treasure, with enough attempts and some good luck on the item generation roll.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 3 Magic Amulets --&amp;gt; 1 Magic Ring&lt;br /&gt;
* ilvl = int(.75 * clvl).&lt;br /&gt;
** The ring is created at 3/4 of the level of the character who rolls it. A level 80 character could make a lvl 60 ring, for instance. Refer to the list of [[prefixes]] and [[suffixes]] to see what mods are possible at every given level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 3 Magic Rings --&amp;gt; 1 Random Magic Amulet&lt;br /&gt;
* ilvl = int(.75 * clvl).&lt;br /&gt;
** The amulet is created at 3/4 of the level of the character who rolls it. A level 80 character could make a lvl 60 amulet, for instance. Refer to the list of [[prefixes]] and [[suffixes]] to see what mods are possible at every given level.&lt;br /&gt;
** +2 to a character's skills is a lvl 90 modifier, so can not be achieved with this recipe (level 99 char = ilvl 74 amulet)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 6 Perfect Skulls + 1 Rare Item --&amp;gt; 1 Random Low Quality Rare Item of the same type&lt;br /&gt;
* ilvl = int(.4 * clvl) + int(.4 * ilvl) &lt;br /&gt;
** This recipe rerolls the rare item, resetting all the modifiers. The item level is lowered, but can still be fairly high, if the item and the character rolling it are high level. (Level 80 character and level 80 item would turn into 32 + 32 = ilvl 64.)&lt;br /&gt;
**Note that the cube is only 12 spaces in size, and with 6 perfect skulls there's no room for 2x4 items such as large bows/xbows, polearms, spears, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Perfect Skull + 1 Rare Item + Stone of Jordan --&amp;gt; 1 High Quality New Rare Item of the same type&lt;br /&gt;
* ilvl = int(.66 * clvl) + int(.66 * ilvl)&lt;br /&gt;
** This recipe rerolls the rare item, resetting all the modifiers. The item level can remain quite high, or even increase, allowing higher level modifiers to occur.&lt;br /&gt;
** Example: a level 80 character with a lvl 80 item = 52.8 + 52.8 = 105.6. This would allow any modifier in the game to spawn on the item. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 3 Perfect Gems (of any type) + 1 Magic Item --&amp;gt; 1 New Random Magic Item of the Same Type&lt;br /&gt;
* The magic item is rerolled, with all stats reset. The ilvl is the same, so it's as if the same monster dropped it again.&lt;br /&gt;
* All magical items can be used, including charms, jewels, and jewelry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Magical Item Creation=&lt;br /&gt;
&lt;br /&gt;
The most useful item creation is to make [[Crafting Recipes|Crafted Items]], which are listed on a separate page. The following recipes are oddly-inventive, but are only of use to low level characters, since the items aren't very powerful. &lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 4 Health Potions (of any type) + Ruby (any type) + Magical Sword --&amp;gt; A Magic Sword of the Leech&lt;br /&gt;
* ilvl = 30. (Quite low.)&lt;br /&gt;
** The sword must be magical, and this recipe will reset the stats, always granting &amp;quot;of the Leech&amp;quot; suffix (4-5% Life Stolen Per Hit).&lt;br /&gt;
** There is a chance of getting a random prefix as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 6 Perfect Gems (1 of each type) + 1 Amulet (Magic) --&amp;gt; Magic Prismatic Amulet&lt;br /&gt;
* ilvl = 50.&lt;br /&gt;
** The amulet will always have the Prismatic prefix (All Resistances +16-20).&lt;br /&gt;
** There is a chance of chance at getting a suffix as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Magic Ring + 1 Perfect Emerald + 1 Antidote Potion --&amp;gt; 1 Jade Ring&lt;br /&gt;
* ilvl = 30.&lt;br /&gt;
** Creates a ring with the Jade prefix (21-30% poison resistance).&lt;br /&gt;
** A random suffix may occur as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Magic Ring + 1 Perfect Ruby + 1 Exploding Potion --&amp;gt; 1 Garnet Ring&lt;br /&gt;
* ilvl = 30.&lt;br /&gt;
** Creates a ring with the Garnet prefix (21-30% fire resistance).&lt;br /&gt;
** A random suffix may occur as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Magic Ring + 1 Perfect Topaz + 1 Rejuvenation Potion --&amp;gt; 1 Coral Ring&lt;br /&gt;
* ilvl = 30.&lt;br /&gt;
** Creates a ring with the Coral prefix (21-30% lightning resistance).&lt;br /&gt;
** A random suffix may occur as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Magic Ring + 1 Perfect Sapphire + 1 Thawing Potion --&amp;gt; 1 Cobalt Ring&lt;br /&gt;
* ilvl = 30.&lt;br /&gt;
** Creates a ring with the Cobalt prefix (21-30% cold resistance).&lt;br /&gt;
** A random suffix may occur as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Magic Shield (any type) + 1 Spiked Club (any quality) + 2 Skulls (any quality) --&amp;gt; Magic Shield of Spikes&lt;br /&gt;
* ilvl=30.&lt;br /&gt;
** Rerolls the mods on a given type of shield, yielding a magic shield with the &amp;quot;of Spikes&amp;quot; suffix (Attacker Takes Damage of 4-6).&lt;br /&gt;
** A random prefix may occur as well.&lt;br /&gt;
** Can be used on any type of shield, including Paladin and Necromancer class items, which may spawn with their usual bonus properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Diamond + 1 Staff + 1 Kris + 1 Belt --&amp;gt; Savage Polearm Class Weapon&lt;br /&gt;
* ivl = 50.&lt;br /&gt;
** Creates a polearm class weapon with the Savage prefix (66-80% Enhanced Damage).&lt;br /&gt;
** May spawn with a random suffix as well.&lt;br /&gt;
** The polearm type will randomly choose from a Bardiche, Battle Scythe, Bill, Halberd, Lochaber Axe, Partizan, Poleaxe, Scythe, Voulge, or War Scythe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Low Quality Item Rerolls=&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 3 Chipped Gems + 1 Magic Weapon --&amp;gt; Socketed Magic Weapon&lt;br /&gt;
* ilvl = 25.&lt;br /&gt;
** This recipe rerolls the stats on a magical weapon, setting it with new, random modifiers and 1-2 sockets.&lt;br /&gt;
** Magical weapons that can not have sockets, such as throwing weapons, will spawn with new modifiers but no sockets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 3 Standard Gems + 1 Socketed Weapon --&amp;gt; 1 Socketed Magic Weapon&lt;br /&gt;
* ilvl = 30&lt;br /&gt;
** This recipe rerolls the stats on the weapon, creating a new magical version of the same weapon, with random [[modifiers]] and 1-2 sockets.&lt;br /&gt;
** Any type of gems may be used, but they must be normal (between flawed and flawless) in quality.&lt;br /&gt;
** Magical weapons that can not have sockets, such as throwing weapons, will spawn with new modifiers but no sockets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 3 Flawless Gems + 1 Magic Weapon --&amp;gt; Socketed Magic Weapon&lt;br /&gt;
* ilvl = 30&lt;br /&gt;
** This recipe rerolls the stats on the weapon, creating a new magical version of the same weapon, with random [[modifiers]] and 1-2 sockets.&lt;br /&gt;
** Magical weapons that can not have sockets, such as throwing weapons, will spawn with new modifiers but no sockets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Horadric Cube]]&lt;/div&gt;</summary>
		<author><name>Nickshanks</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Cube_Recipes&amp;diff=7766</id>
		<title>Cube Recipes</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Cube_Recipes&amp;diff=7766"/>
				<updated>2008-08-21T17:55:21Z</updated>
		
		<summary type="html">&lt;p&gt;Nickshanks: /* Runes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item navbox}}[[Image:horadric-cube.gif|right|frame]]The Horadric Cube is a quest item you must have to complete the main quests in Act Two and Act Three.  However it's much more than just a quest item, it has a ton of other cool features that make it useful throughout the entire game.&lt;br /&gt;
&lt;br /&gt;
=Cube Operation=&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]]To use the Horadric Cube, simply drag and drop items on it. They will automatically be positioned within the cube, assuming there's enough free space for them to fit. To open the cube, right click on it, then click and drag to move items between the cube and your inventory. Dropping the cube will instantly move everything from the cube to your inventory, with anything you lack space for dropping to the ground. The cube can be held in your inventory or your town stash.  To convert items in the cube, click the transmute button, visible only when the cube is open. If invalid items are in the cube or the recipe is not possible for some reason, your character will say, &amp;quot;I can't do that.&amp;quot; &lt;br /&gt;
&lt;br /&gt;
* Items will be Identified by Cain while inside the Horadric Cube.&lt;br /&gt;
* Only one Horadric Cube can be picked up by the same character, and it's impossible to place one cube inside another one.&lt;br /&gt;
* Cubes can be passed down to characters who have not found one yet, such as &amp;quot;mule&amp;quot; characters who want them for extra storage.&lt;br /&gt;
** If a cube is lost, a new one can be retrieved from level 3 of the Halls of the Dead, in Act Two, or If you dont have one when The Council is killed, ( Act 3, Quest 5 ) another one will drop.&lt;br /&gt;
* The Horadric Cube is required to create [[Crafted Items]], as well as the following recipes.&lt;br /&gt;
&lt;br /&gt;
This page lists all working recipes for the Horadric Cube. New recipes are frequently added in patches, and the function of some existing recipes are tweaked for better game balance.&lt;br /&gt;
&lt;br /&gt;
=Secret Cow Level=&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]]Wirt's Leg + A Tome of Town Portal --&amp;gt; Red Portal to the Secret Cow Level&lt;br /&gt;
* The recipe must be performed in the Rogue Camp (Act One Town).  &lt;br /&gt;
* A character must first defeat Baal on that difficulty level to open the portal. &lt;br /&gt;
* Characters who have received credit for killing the Cow King on that difficulty level may not open the portal (but may pass through it if someone else does).&lt;br /&gt;
&lt;br /&gt;
See the [[Secret Cow Level]] page for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Pandemonium Event=&lt;br /&gt;
&lt;br /&gt;
See the [[Pandemonium Event]] page for details on these recipes and the quest they are part of.&lt;br /&gt;
* These recipes must be executed in Haggorath (Act Five Town) in a Hell difficulty game on the Battle.net Realms. They do not work in single player.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]]Key of hate + Key of Terror + Key of Destruction --&amp;gt; Red Portal to either the Matron's Den, Furnace of Pain, or Forgotten Sands. (Which of the 3 portals opens is random, but they will not repeat if opened in the same game.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]]Baal's Eye + Diablo's Horn + Mephisto's Brain --&amp;gt; Red Portal to Uber Tristram&lt;br /&gt;
&lt;br /&gt;
=Upgrade Recipes=&lt;br /&gt;
&lt;br /&gt;
One of the most useful features of the cube is its ability to upgrade simple items into more powerful ones. Gems, runes, potions, and various other small objects can be combined and improved in the cube.&lt;br /&gt;
&lt;br /&gt;
==Gems==&lt;br /&gt;
&lt;br /&gt;
Gems can be upgraded from chipped all the way to perfect. Three of the same kind and quality will yield one of the same kind of the next higher quality. This works for '''all seven types of gems'''. Skulls included. For example:&lt;br /&gt;
* 3 chipped topaz --&amp;gt; 1 flawed topaz&lt;br /&gt;
* 3 flawed topaz --&amp;gt; 1 topaz&lt;br /&gt;
* 3 topaz --&amp;gt; 1 flawless topaz&lt;br /&gt;
* 3 flawless topaz --&amp;gt; 1 perfect topaz.&lt;br /&gt;
&lt;br /&gt;
==Runes==&lt;br /&gt;
Much like gems, runes can be upgraded to higher quality, burning three to create one of the next type.&lt;br /&gt;
* 3 El Runes --&amp;gt; 1 Eld Rune&lt;br /&gt;
* 3 Eld Runes --&amp;gt; 1 Tir Rune&lt;br /&gt;
* 3 Tir Runes --&amp;gt; 1 Nef Rune&lt;br /&gt;
* 3 Nef Runes --&amp;gt; 1 Eth Rune&lt;br /&gt;
* 3 Eth Runes --&amp;gt; 1 Ith Rune&lt;br /&gt;
* 3 Ith Runes --&amp;gt; 1 Tal Rune&lt;br /&gt;
* 3 Tal Runes --&amp;gt; 1 Ral Rune&lt;br /&gt;
* 3 Ral Runes --&amp;gt; 1 Ort Rune&lt;br /&gt;
* 3 Ort Runes --&amp;gt; 1 Thul Rune&lt;br /&gt;
&lt;br /&gt;
That was as far as Runes could be upgraded until the v1.10 patch added the following recipes. '''These only work in v1.10 or v1.11.''' &lt;br /&gt;
* 3 Thul Runes + 1 Chipped Topaz --&amp;gt; 1 Amn Rune&lt;br /&gt;
* 3 Amn Runes + 1 Chipped Amythest --&amp;gt; 1 Sol Rune&lt;br /&gt;
* 3 Sol Runes + 1 Chipped Sapphire --&amp;gt; 1 Shael Rune&lt;br /&gt;
* 3 Shael Runes + 1 Chipped Ruby --&amp;gt; 1 Dol Rune&lt;br /&gt;
&lt;br /&gt;
Higher level runes can also be upgraded, but only in v1.10 or v1.11, and only by single-player, realm, or ladder characters. &lt;br /&gt;
* 3 Dol Runes + 1 Chipped Emerald --&amp;gt; 1 Hel Rune&lt;br /&gt;
* 3 Hel Runes + 1 Chipped Diamond --&amp;gt; 1 Io Rune&lt;br /&gt;
* 3 Io Runes + 1 Flawed Topaz --&amp;gt; 1 Lum Rune&lt;br /&gt;
* 3 Lum Runes + 1 Flawed Amythest --&amp;gt; 1 Ko Rune&lt;br /&gt;
* 3 Ko Runes + 1 Flawed Sapphire --&amp;gt; 1 Fal Rune&lt;br /&gt;
* 3 Fal Runes + 1 Flawed Ruby --&amp;gt; 1 Lem Rune&lt;br /&gt;
* 3 Lem Runes + 1 Flawed Emerald --&amp;gt; 1 Pul Rune&lt;br /&gt;
* 2 Pul Runes + 1 Flawed Diamond --&amp;gt; 1 Um Rune&lt;br /&gt;
* 2 Um Runes + 1 Topaz --&amp;gt; Mal Rune&lt;br /&gt;
* 2 Mal Runes + 1 Amethyst --&amp;gt; Ist Rune&lt;br /&gt;
* 2 Ist Runes + 1 Sapphire --&amp;gt; Gul Rune&lt;br /&gt;
* 2 Gul Runes + 1 Ruby --&amp;gt; Vex Rune&lt;br /&gt;
* 2 Vex Runes + 1 Emerald --&amp;gt; Ohm Rune&lt;br /&gt;
* 2 Ohm Runes + 1 Diamond --&amp;gt; Lo Rune&lt;br /&gt;
* 2 Lo Runes + 1 Flawless Topaz --&amp;gt; Sur Rune&lt;br /&gt;
* 2 Sur Runes + 1 Flawless Amethyst --&amp;gt; Ber Rune&lt;br /&gt;
* 2 Ber Runes + 1 Flawless Sapphire --&amp;gt; Jah Rune&lt;br /&gt;
* 2 Jah Runes + 1 Flawless Ruby --&amp;gt; Cham Rune&lt;br /&gt;
* 2 Cham Runes + 1 Flawless Emerald --&amp;gt; Zod Rune&lt;br /&gt;
&lt;br /&gt;
A handy way to remember which gems are required for the upgrades past Ort is by using the acronym TASRED. As in, &amp;quot;Don't taze me, dude.&amp;quot; (&amp;quot;[http://en.wikipedia.org/wiki/Taser Tasered]&amp;quot; is the correct spelling, but that would repeat the &amp;quot;E&amp;quot;.) Each gem except the skull: Topaz, Amythest, Sapphire, Ruby, Emerald, Diamond, is used, in repeating order and increasing quality. So Ort is T, Thul is A, Amn is S, and so on.&lt;br /&gt;
&lt;br /&gt;
==Potions==&lt;br /&gt;
&lt;br /&gt;
Any quality of healing or mana potion can be used in the following recipes. Any type of gem (including skulls) can be used as well.&lt;br /&gt;
&lt;br /&gt;
* 3 health potions + 3 mana potions + 1 chipped gem --&amp;gt; 1 partial rejuvenation potion&lt;br /&gt;
* 3 health potions + 3 mana potions + 1 normal quality gem --&amp;gt; 1 full rejuvenation potion&lt;br /&gt;
* 3 partial rejuvenation potions --&amp;gt; 1 full rejuvenation potion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Runeword Preparation Recipes=&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Hel Rune + Scroll of Town Portal + Any Socketed Item --&amp;gt; Remove items from sockets&lt;br /&gt;
* Removes the jewels, gems, or runes from the sockets in an item.&lt;br /&gt;
* The items in the sockets are destroyed, and all bonuses granted by those items are removed.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Eld Rune + 1 Chipped Gem + Low Quality Weapon --&amp;gt; Normal Quality Weapon of same type&lt;br /&gt;
* ilvl = 1&lt;br /&gt;
** This recipe is useful to upgrade a low quality weapon to normal quality. It can then be used in other recipes to add sockets, in preparation for turning it into a runeword.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 El Rune + 1 Chipped Gem + Low Quality Armor --&amp;gt; Normal Quality Armor of same type&lt;br /&gt;
* ilvl = 1.&lt;br /&gt;
** This recipe is useful to upgrade a low quality armor to normal quality. It can then be used in other recipes to add sockets, in preparation for turning it into a runeword.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Tal Rune + 1 Thul Rune + 1 Perfect Topaz + Normal Body Armor --&amp;gt; Socketed Body Armor of same type&lt;br /&gt;
* This recipe adds 1-4 sockets to the armor, making it potentially useful for a [[Runeword]].&lt;br /&gt;
* The game always rolls for up to 6 sockets with this recipe. The amount of sockets is then capped to the maximum amount that particular item can have. Armor that can only have up to 2 sockets would therefore have a 1/6 chance of 1, and a 5/6 chance of 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Ral Rune + 1 Amn Rune + 1 Perfect Amethyst + Normal Weapon = Socketed Weapon of same type&lt;br /&gt;
* This recipe adds 1-6 sockets to the weapon, making it potentially useful for a [[runeword]].&lt;br /&gt;
* The game rolls for up to 6 sockets with this recipe. If a weapon can not have 6 sockets, then the number is capped to the maximum for that particular item after the roll. A weapon with 3 sockets maximum would have 1/6 chance for 1, 1/6 chance for 2, and 4/6 chance for 3.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Ral Rune + 1 Thul Rune + 1 Perfect Sapphire + Normal Helm --&amp;gt; Socketed Helm of same type&lt;br /&gt;
* This recipe adds 1-3 sockets to the helm, making it potentially useful for a [[Runeword]].&lt;br /&gt;
* The game always rolls for up to 6 sockets with this recipe. The amount of sockets is then capped to the maximum amount that particular item can have. A helm type that only allows 2 sockets would have a 1/6 chance of 1, and a 5/6 chance of 2.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Tal Rune + 1 Amn Rune + 1 Perfect Ruby + Normal Shield --&amp;gt; Socketed Shield of same type&lt;br /&gt;
* This recipe adds 1-4 sockets to the shield, making it potentially useful for a [[Runeword]].&lt;br /&gt;
* The game always rolls for up to 6 sockets with this recipe. The amount of sockets is then capped to the maximum amount that particular item can have. A shield that can only have 3 sockets will have a 1/6 chance of 1, 1/6 chance of 2, and 4/6 chance of 3.&lt;br /&gt;
&lt;br /&gt;
=Item Upgrades=&lt;br /&gt;
&lt;br /&gt;
Various recipes to upgrade the quality of uniques and rares. Will not work on crafted items or runewords. These recipes do not alter the modifiers on items; they merely upgrade the base item type, from normal to exceptional, or exceptional to elite, enabling greater damage or higher defense.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 3 Perfect Skulls + 1 Rare Item + Stone of Jordan --&amp;gt; Add 1 Socket To a Rare Item&lt;br /&gt;
* Only one socket will be added.&lt;br /&gt;
* Will not add a socket to an item that already has one.&lt;br /&gt;
* Does not work on items that can not have sockets, such as throwing items, boots, gloves, belts, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Ral Rune + 1 Sol Rune + 1 Perfect Emerald + Normal Unique Weapon --&amp;gt; Exceptional Version of Weapon&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe upgrades the item type of the weapon without changing the stats, and is useful to increase the weapon's damage.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength and dexterity requirements, will increase corresponding to the exceptional version of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Tal Rune + 1 Shael Rune + 1 Perfect Diamond + Normal Unique Armor --&amp;gt; Exceptional Version of Armor&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe upgrades the item type of the armor without changing the stats, and is useful to increase the armor's damage.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength requirements, will increase corresponding to the exceptional version of the item.&lt;br /&gt;
* Works on all types of armor, not just body armor. Helms, boots, belts, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Lum Rune + 1 Pul Rune + 1 Perfect Emerald + Exceptional Unique Weapon --&amp;gt; Elite Version of Weapon&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* '''Ladder characters''' and single player characters only.&lt;br /&gt;
* This recipe upgrades the item type of the weapon without changing the stats, and is useful to increase the weapon's damage.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength and dexterity requirements, will increase corresponding to the elite version of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Ko Rune + 1 Lem Rune + 1 Perfect Diamond + Exceptional Unique Armor --&amp;gt; Elite Version of Armor&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* '''Ladder characters''' and single player characters only.&lt;br /&gt;
* This recipe upgrades the item type of the armor without changing the stats, and is useful to increase the armor's defense.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength requirements, will increase corresponding to the elite version of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Ort Rune + 1 Amn Rune + 1 Perfect Sapphire + Normal (Basic) Rare Weapon --&amp;gt; Exceptional Rare Weapon&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe upgrades the item type of the weapon without changing the stats, and is useful to increase the weapon's damage.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength and dexterity requirements, may increase corresponding to the exceptional version of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Ral Rune + 1 Thul Rune + 1 Perfect Amethyst + Normal (Basic) Rare Armor --&amp;gt; Exceptional Rare Armor&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe upgrades the item type of the armor without changing the stats, and is useful to increase the armor's defense.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength requirements, may increase corresponding to the exceptional version of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Fal Rune + 1 Um Rune + 1 Perfect Sapphire + Exceptional Rare Weapon --&amp;gt; Elite Rare Weapon&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe upgrades the item type of the armor without changing the stats, and is useful to increase the weapon's damage.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength and dexterity requirements, may increase corresponding to the elite version of the item.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Ko Rune + 1 Pul Rune + 1 Perfect Amethyst + Exceptional Rare Armor --&amp;gt; Elite Rare Armor&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe upgrades the item type of the armor without changing the stats, and is useful to increase the armor's defense.&lt;br /&gt;
* Ethereal items, as well as socketed items can be upgraded without changing their nature.&lt;br /&gt;
* Level requirements, as well as strength requirements, may increase corresponding to the exceptional version of the item.&lt;br /&gt;
&lt;br /&gt;
=Repairs and Recharges=&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Ort Rune + Weapon --&amp;gt; Fully Repaired Weapon&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe will fully repair an item without visiting the NPC blacksmith. This is useful to avoid a trip to town, or to repair some weapons that have astronomical repair costs, due to irregularities in how the game determines the price for repairs.&lt;br /&gt;
* Does not work on ethereal items.&lt;br /&gt;
* Charges on an item are not replenished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]]1 Ral Rune + Armor --&amp;gt; Fully Repaired Armor&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe will fully repair an item without visiting the NPC blacksmith. This is useful to avoid a trip to town, or to repair some armors that have astronomical repair costs, due to irregularities in how the game determines the price for repairs.&lt;br /&gt;
* Does not work on ethereal items.&lt;br /&gt;
* Charges on an item are not replenished.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Ort Rune + 1 Chipped Gem (any kind) + Weapon --&amp;gt; Fully Repaired and Recharged Weapon&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe will fully repair and recharge an item without visiting the NPC blacksmith. This is useful to avoid a trip to town, or to repair some armors that have astronomical repair costs, due to irregularities in how the game determines the price for repairs or recharges.&lt;br /&gt;
* Will not repair (but will recharge) ethereal items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Ral Rune + 1 Flawed Gem (any kind) + Armor --&amp;gt; Fully Repaired and Recharged Armor&lt;br /&gt;
* v1.10 and later only.&lt;br /&gt;
* This recipe will fully repair and recharge an item without visiting the NPC blacksmith. This is useful to avoid a trip to town, or to repair some armors that have astronomical repair costs, due to irregularities in how the game determines the price for repairs or recharges.&lt;br /&gt;
* Will not repair (but will recharge) ethereal items.&lt;br /&gt;
* Works on every type of armor: boots, gloves, belts, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Foraging Recipes==&lt;br /&gt;
&lt;br /&gt;
Useful tricks to quickly turn junk into something you need right then and there, usually to save a trip back to town. Any quality or type of item may be used in the following recipes.&lt;br /&gt;
* 2 Quivers of Bolts --&amp;gt; 1 Quiver of Arrows (random quantity)&lt;br /&gt;
* 2 Quivers of Arrows --&amp;gt; 1 Quiver of Bolts (random quantity)&lt;br /&gt;
* 1 Spear + 1 Quiver of Arrows --&amp;gt; 1 Stack of Javelins (non-magical, random quantity)&lt;br /&gt;
* 1 Axe + 1 Dagger  --&amp;gt; A stack of throwing axes (non-magical, random quantity)&lt;br /&gt;
* 1 Strangling Gas Potion + 1 Healing Potion --&amp;gt; 1 Antidote Potion&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Recycling Recipes=&lt;br /&gt;
&lt;br /&gt;
These useful recipes allow methodical players to turn their junk into treasure, with enough attempts and some good luck on the item generation roll.&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 3 Magic Amulets --&amp;gt; 1 Magic Ring&lt;br /&gt;
* ilvl = int(.75 * clvl).&lt;br /&gt;
** The ring is created at 3/4 of the level of the character who rolls it. A level 80 character could make a lvl 60 ring, for instance. Refer to the list of [[prefixes]] and [[suffixes]] to see what mods are possible at every given level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 3 Magic Rings --&amp;gt; 1 Random Magic Amulet&lt;br /&gt;
* ilvl = int(.75 * clvl).&lt;br /&gt;
** The amulet is created at 3/4 of the level of the character who rolls it. A level 80 character could make a lvl 60 amulet, for instance. Refer to the list of [[prefixes]] and [[suffixes]] to see what mods are possible at every given level.&lt;br /&gt;
** +2 to a character's skills is a lvl 90 modifier, so can not be achieved with this recipe (level 99 char = ilvl 74 amulet)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 6 Perfect Skulls + 1 Rare Item --&amp;gt; 1 Random Low Quality Rare Item of the same type&lt;br /&gt;
* ilvl = int(.4 * clvl) + int(.4 * ilvl) &lt;br /&gt;
** This recipe rerolls the rare item, resetting all the modifiers. The item level is lowered, but can still be fairly high, if the item and the character rolling it are high level. (Level 80 character and level 80 item would turn into 32 + 32 = ilvl 64.)&lt;br /&gt;
**Note that the cube is only 12 spaces in size, and with 6 perfect skulls there's no room for 2x4 items such as large bows/xbows, polearms, spears, etc.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Perfect Skull + 1 Rare Item + Stone of Jordan --&amp;gt; 1 High Quality New Rare Item of the same type&lt;br /&gt;
* ilvl = int(.66 * clvl) + int(.66 * ilvl)&lt;br /&gt;
** This recipe rerolls the rare item, resetting all the modifiers. The item level can remain quite high, or even increase, allowing higher level modifiers to occur.&lt;br /&gt;
** Example: a level 80 character with a lvl 80 item = 52.8 + 52.8 = 105.6. This would allow any modifier in the game to spawn on the item. &lt;br /&gt;
 &lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 3 Perfect Gems (of any type) + 1 Magic Item --&amp;gt; 1 New Random Magic Item of the Same Type&lt;br /&gt;
* The magic item is rerolled, with all stats reset. The ilvl is the same, so it's as if the same monster dropped it again.&lt;br /&gt;
* All magical items can be used, including charms, jewels, and jewelry.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Magical Item Creation=&lt;br /&gt;
&lt;br /&gt;
The most useful item creation is to make [[Crafting Recipes|Crafted Items]], which are listed on a separate page. The following recipes are oddly-inventive, but are only of use to low level characters, since the items aren't very powerful. &lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 4 Health Potions (of any type) + Ruby (any type) + Magical Sword --&amp;gt; A Magic Sword of the Leech&lt;br /&gt;
* ilvl = 30. (Quite low.)&lt;br /&gt;
** The sword must be magical, and this recipe will reset the stats, always granting &amp;quot;of the Leech&amp;quot; suffix (4-5% Life Stolen Per Hit).&lt;br /&gt;
** There is a chance of getting a random prefix as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 6 Perfect Gems (1 of each type) + 1 Amulet (Magic) --&amp;gt; Magic Prismatic Amulet&lt;br /&gt;
* ilvl = 50.&lt;br /&gt;
** The amulet will always have the Prismatic prefix (All Resistances +16-20).&lt;br /&gt;
** There is a chance of chance at getting a suffix as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Magic Ring + 1 Perfect Emerald + 1 Antidote Potion --&amp;gt; 1 Jade Ring&lt;br /&gt;
* ilvl = 30.&lt;br /&gt;
** Creates a ring with the Jade prefix (21-30% poison resistance).&lt;br /&gt;
** A random suffix may occur as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Magic Ring + 1 Perfect Ruby + 1 Exploding Potion --&amp;gt; 1 Garnet Ring&lt;br /&gt;
* ilvl = 30.&lt;br /&gt;
** Creates a ring with the Garnet prefix (21-30% fire resistance).&lt;br /&gt;
** A random suffix may occur as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Magic Ring + 1 Perfect Topaz + 1 Rejuvenation Potion --&amp;gt; 1 Coral Ring&lt;br /&gt;
* ilvl = 30.&lt;br /&gt;
** Creates a ring with the Coral prefix (21-30% lightning resistance).&lt;br /&gt;
** A random suffix may occur as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Magic Ring + 1 Perfect Sapphire + 1 Thawing Potion --&amp;gt; 1 Cobalt Ring&lt;br /&gt;
* ilvl = 30.&lt;br /&gt;
** Creates a ring with the Cobalt prefix (21-30% cold resistance).&lt;br /&gt;
** A random suffix may occur as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Magic Shield (any type) + 1 Spiked Club (any quality) + 2 Skulls (any quality) --&amp;gt; Magic Shield of Spikes&lt;br /&gt;
* ilvl=30.&lt;br /&gt;
** Rerolls the mods on a given type of shield, yielding a magic shield with the &amp;quot;of Spikes&amp;quot; suffix (Attacker Takes Damage of 4-6).&lt;br /&gt;
** A random prefix may occur as well.&lt;br /&gt;
** Can be used on any type of shield, including Paladin and Necromancer class items, which may spawn with their usual bonus properties.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Diamond + 1 Staff + 1 Kris + 1 Belt --&amp;gt; Savage Polearm Class Weapon&lt;br /&gt;
* ivl = 50.&lt;br /&gt;
** Creates a polearm class weapon with the Savage prefix (66-80% Enhanced Damage).&lt;br /&gt;
** May spawn with a random suffix as well.&lt;br /&gt;
** The polearm type will randomly choose from a Bardiche, Battle Scythe, Bill, Halberd, Lochaber Axe, Partizan, Poleaxe, Scythe, Voulge, or War Scythe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Low Quality Item Rerolls=&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 3 Chipped Gems + 1 Magic Weapon --&amp;gt; Socketed Magic Weapon&lt;br /&gt;
* ilvl = 25.&lt;br /&gt;
** This recipe rerolls the stats on a magical weapon, setting it with new, random modifiers and 1-2 sockets.&lt;br /&gt;
** Magical weapons that can not have sockets, such as throwing weapons, will spawn with new modifiers but no sockets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 3 Standard Gems + 1 Socketed Weapon --&amp;gt; 1 Socketed Magic Weapon&lt;br /&gt;
* ilvl = 30&lt;br /&gt;
** This recipe rerolls the stats on the weapon, creating a new magical version of the same weapon, with random [[modifiers]] and 1-2 sockets.&lt;br /&gt;
** Any type of gems may be used, but they must be normal (between flawed and flawless) in quality.&lt;br /&gt;
** Magical weapons that can not have sockets, such as throwing weapons, will spawn with new modifiers but no sockets.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 3 Flawless Gems + 1 Magic Weapon --&amp;gt; Socketed Magic Weapon&lt;br /&gt;
* ilvl = 30&lt;br /&gt;
** This recipe rerolls the stats on the weapon, creating a new magical version of the same weapon, with random [[modifiers]] and 1-2 sockets.&lt;br /&gt;
** Magical weapons that can not have sockets, such as throwing weapons, will spawn with new modifiers but no sockets.&lt;br /&gt;
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[[Category:Horadric Cube]]&lt;/div&gt;</summary>
		<author><name>Nickshanks</name></author>	</entry>

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