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		<id>https://diablo2.diablowiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Thumperward</id>
		<title>Diablo Wiki - User contributions [en]</title>
		<link rel="self" type="application/atom+xml" href="https://diablo2.diablowiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Thumperward"/>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/Special:Contributions/Thumperward"/>
		<updated>2026-04-15T03:13:31Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.29.1</generator>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=User_talk:Thumperward&amp;diff=12356</id>
		<title>User talk:Thumperward</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=User_talk:Thumperward&amp;diff=12356"/>
				<updated>2009-04-17T14:53:08Z</updated>
		
		<summary type="html">&lt;p&gt;Thumperward: r&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Lots o Edits!==&lt;br /&gt;
Hello Thumperward, and welcome to DiabloWiki! Lots of nice updates you made [[Special:Contributions/Thumperward|recently]] I see... =) Do you like the wiki so far? any plans of further updates? =)&lt;br /&gt;
&lt;br /&gt;
If you would like guidance or tips, just drop me a line! --[[User:Leord|Leord]] 14:21, 16 March 2009 (CET)&lt;br /&gt;
&lt;br /&gt;
:Hey mat, did you see this message? =) --[[User:Leord|Leord]] 16:56, 16 April 2009 (CEST)&lt;br /&gt;
&lt;br /&gt;
:: I did, thanks. :) I'll try to edit when I can. [[User:Thumperward|Thumperward]] 16:53, 17 April 2009 (CEST)&lt;/div&gt;</summary>
		<author><name>Thumperward</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Template:Amazon_Skills&amp;diff=11393</id>
		<title>Template:Amazon Skills</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Template:Amazon_Skills&amp;diff=11393"/>
				<updated>2009-03-05T21:58:08Z</updated>
		
		<summary type="html">&lt;p&gt;Thumperward: more&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;width: 180px; border-collapse: collapse; border: 1px solid #4D0B0B; background: #2D0606; line-height: 10px; font-size: 10px; color: white; float: right; margin-top: 5px; margin-right: 0px; margin-bottom: 5px; margin-left: 20px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #1A0303; font-size:125%; line-height:125%; text-align: center;&amp;quot; | [[Amazon Skills]]&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
* [[Amazon Bow and Crossbow Skills|Bow &amp;amp; Crossbow]]&lt;br /&gt;
* [[Amazon Javelin and Spear Skills|Spear]]&lt;br /&gt;
* [[Amazon Passive and Magic Skills|Passive and Magic]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thumperward</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Template:Amazon_Skills&amp;diff=11392</id>
		<title>Template:Amazon Skills</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Template:Amazon_Skills&amp;diff=11392"/>
				<updated>2009-03-05T21:57:46Z</updated>
		
		<summary type="html">&lt;p&gt;Thumperward: tidy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{|style=&amp;quot;width: 180px; border-collapse: collapse; border: 1px solid #4D0B0B; background: #2D0606; line-height: 10px; font-size: 10px; color: white; float: right; margin-top: 5px; margin-right: 0px; margin-bottom: 5px; margin-left: 20px;&amp;quot;&lt;br /&gt;
!colspan=&amp;quot;2&amp;quot; style=&amp;quot;background: #1A0303; font-size:125%; line-height:125%; text-align: center;&amp;quot; | [[Amazon Skills]]&lt;br /&gt;
|-&lt;br /&gt;
|valign=&amp;quot;top&amp;quot;|&lt;br /&gt;
* [[Amazon Skills]]&lt;br /&gt;
** [[Amazon Bow and Crossbow Skills|Bow &amp;amp; Crossbow]]&lt;br /&gt;
** [[Amazon Javelin and Spear Skills|Spear]]&lt;br /&gt;
** [[Amazon Passive and Magic Skills|Passive and Magic]]&lt;br /&gt;
|}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;[[Category:Templates]]&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Thumperward</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Amazon_Skills&amp;diff=11391</id>
		<title>Amazon Skills</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Amazon_Skills&amp;diff=11391"/>
				<updated>2009-03-05T21:56:24Z</updated>
		
		<summary type="html">&lt;p&gt;Thumperward: +seealso&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Amazon Skills}}Amazons enjoy great expertise with bows (and crossbows), and also with spears and javelins. Each of those weapon types is supported by a skill tree of appropriate attacks. A third tree is comprised of skills with bonuses to attack damage, accuracy, and various defenses and camouflages.  Most Amazons choose bow or spear, and then supplement their weapon skills with choices from the Passives tree.  It is possible to successfully play a hybrid who uses both bows and javelins, though the skill points may have to be spread a bit thinly and two quality weapons are required.&lt;br /&gt;
&lt;br /&gt;
== See also ==&lt;br /&gt;
&lt;br /&gt;
* [[Old Amazon Skills]]&lt;br /&gt;
&lt;br /&gt;
[[category:amazon]]&lt;/div&gt;</summary>
		<author><name>Thumperward</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Cube_Recipes&amp;diff=11389</id>
		<title>Cube Recipes</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Cube_Recipes&amp;diff=11389"/>
				<updated>2009-03-05T09:03:41Z</updated>
		
		<summary type="html">&lt;p&gt;Thumperward: same again, the other way around&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item navbox}}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;
&lt;br /&gt;
==Cube Operation==&lt;br /&gt;
[[Image:horadric-cube.gif|frame]]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;
&lt;br /&gt;
==Secret Cow Level==&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 Diablo (in D2C) or Baal (in D2X) 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;
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;
&lt;br /&gt;
==Upgrade Recipes==&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;
&lt;br /&gt;
===Gems===&lt;br /&gt;
[[Gem]]s 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;
&lt;br /&gt;
===Runes===&lt;br /&gt;
Much like gems, [[rune]]s can be upgraded to higher quality, burning three to create one of the next type. Check the [[Rune list]] for full details.&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. (They do not work in v1.09 or earlier patches.)&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 and later 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;
&lt;br /&gt;
===Potions===&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;
[[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;
&lt;br /&gt;
==Item Upgrades==&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;
&lt;br /&gt;
==Repairs and Recharges==&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 armor 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;
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;
==Recycling Recipes==&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;
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;
&lt;br /&gt;
==Low Quality Item Rerolls==&lt;br /&gt;
These can be used multiple times on the same weapon, which allows one to re-do the roll if the new weapon is not of the desired quality or has only one socket.&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>Thumperward</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Cube_Recipes&amp;diff=11388</id>
		<title>Cube Recipes</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Cube_Recipes&amp;diff=11388"/>
				<updated>2009-03-05T09:03:18Z</updated>
		
		<summary type="html">&lt;p&gt;Thumperward: /* Repairs and Recharges */ typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item navbox}}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;
&lt;br /&gt;
==Cube Operation==&lt;br /&gt;
[[Image:horadric-cube.gif|frame]]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;
&lt;br /&gt;
==Secret Cow Level==&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 Diablo (in D2C) or Baal (in D2X) 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;
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;
&lt;br /&gt;
==Upgrade Recipes==&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;
&lt;br /&gt;
===Gems===&lt;br /&gt;
[[Gem]]s 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;
&lt;br /&gt;
===Runes===&lt;br /&gt;
Much like gems, [[rune]]s can be upgraded to higher quality, burning three to create one of the next type. Check the [[Rune list]] for full details.&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. (They do not work in v1.09 or earlier patches.)&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 and later 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;
&lt;br /&gt;
===Potions===&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;
[[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;
&lt;br /&gt;
==Item Upgrades==&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;
&lt;br /&gt;
==Repairs and Recharges==&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 weapons 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;
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;
==Recycling Recipes==&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;
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;
&lt;br /&gt;
==Low Quality Item Rerolls==&lt;br /&gt;
These can be used multiple times on the same weapon, which allows one to re-do the roll if the new weapon is not of the desired quality or has only one socket.&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>Thumperward</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Scarab_Demon&amp;diff=11387</id>
		<title>Scarab Demon</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Scarab_Demon&amp;diff=11387"/>
				<updated>2009-03-05T08:57:38Z</updated>
		
		<summary type="html">&lt;p&gt;Thumperward: /* Statistics= */ fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Animals}}}}Scarab Demons are [[Animals]].&lt;br /&gt;
&lt;br /&gt;
A vastly mutated beetle from the region, only Hell could produce something so vile. Scarab Demons are large, mobile insects that rapidly pursue and surround their enemies. When struck, these demons unleash a deadly spread of electrical energy that proves fatal to many attackers. It is perilous to fight these monstrosities without ranged weapons or a suitable resistance to lighting.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Scarab Demons are tough melee fighters, capable of teaming up to chop down any character foolish enough to get surrounded. On top of their capable attack rate, deceptively-quick foot speed, and solid damage, all types of Scarabs emit sparks when hit. This can be quite dangerous to characters with fast hitting, low damage attacks, especially those that strike multiple monsters at once. &lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
&lt;br /&gt;
* The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop.&lt;br /&gt;
** TC Champions and Bosses can sometimes drop from the next higher group.&lt;br /&gt;
** The max TC/Rune possible may depend on which level a monster spawns in, and can be lower than the maximum. See the item [[calculators]] to ascertain precisely what a monster from a given area can drop.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Dung Soldier'''&lt;br /&gt;
| 14 / 43 / 75&lt;br /&gt;
| 211 / 5151 / 47006&lt;br /&gt;
| 32-53 / 534-840 / 2641-5535&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| 15/Nef, 48/Ko, 75/Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Death Beetle'''&lt;br /&gt;
| 16 / 45 / 76&lt;br /&gt;
| 256 / 5897 / 48705&lt;br /&gt;
| 38-62 / 582-915 / 2702-5661&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| 18/Nef, 48/Ko, 75/Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Scarab'''&lt;br /&gt;
| 17 / 45 / 84&lt;br /&gt;
| 281 / 5897 / 62295&lt;br /&gt;
| 40-67 / 582-915 / 3185-6673&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| 18/Nef, 48/Ko, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Steel Scarab'''&lt;br /&gt;
| 19 / 48 / 79&lt;br /&gt;
| 341 / 7228 / 53801&lt;br /&gt;
| 46-75 / 654-1028 / 2883-6041&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| 21/Ral, 51/Lem, 78/Cham&lt;br /&gt;
|-&lt;br /&gt;
| '''Bone Scarab'''&lt;br /&gt;
| 24 / 54 / 85&lt;br /&gt;
| 548 / 10543 / 63993&lt;br /&gt;
| 62-104 / 797-1252 / 3245-6800&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| 27/Ral, 57/Um, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Scarab'''&lt;br /&gt;
| -- / 63 / 83&lt;br /&gt;
| -- / 15673 / 53324&lt;br /&gt;
| -- / 1012-1591 / 4166-6547&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| -- / 63/Vex, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Steel Scarab'''&lt;br /&gt;
| -- / 65 / 85&lt;br /&gt;
| -- / 17611 / 56314&lt;br /&gt;
| -- / 1060-1666 / 4327-6800&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| -- / 63/Vex, 87/Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Offence==&lt;br /&gt;
* All Scarab Demons have a '''shock''' damage listed that deals physical with a % chance of lightning. This is not one of their regular two melee attacks, and it's not clear how this damage is inflicted. It does seem to be enabled in the game, though.&lt;br /&gt;
* Scarab Demons have a % chance to emit charged bolts when they attack, and always do when they are hit. The damage is less than bolts from a Lightning Enchanted boss, but when multiple scarabs are putting them out at once, they can add up quickly.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Attack #1&lt;br /&gt;
! AR #1&lt;br /&gt;
! Attack #2&lt;br /&gt;
! AR #2&lt;br /&gt;
! Shock&lt;br /&gt;
|-&lt;br /&gt;
| '''Dung Soldier'''&lt;br /&gt;
| '''Physical + (20%) Light:&amp;lt;br /&amp;gt;'''5-15 + 5-12&amp;lt;br /&amp;gt; 19-39 + 20-40&amp;lt;br /&amp;gt; 46-93 + 48-97&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 125&amp;lt;br /&amp;gt; 1036&amp;lt;br /&amp;gt; 3633&lt;br /&gt;
| '''Physical:&amp;lt;br /&amp;gt;'''5-12&amp;lt;br /&amp;gt; 19-39&amp;lt;br /&amp;gt; 46-93&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 125&amp;lt;br /&amp;gt; 1209&amp;lt;br /&amp;gt; 4239&lt;br /&gt;
| '''Physical + (20%) Light:&amp;lt;br /&amp;gt;'''4-12 + 1-2&amp;lt;br /&amp;gt; 18-37 + 5-11&amp;lt;br /&amp;gt; 50-102 + 13-26&lt;br /&gt;
|-&lt;br /&gt;
| '''Death Beetle'''&lt;br /&gt;
| '''Physical + (20%) Light:&amp;lt;br /&amp;gt;'''6-17 + 6-13&amp;lt;br /&amp;gt; 20-40 + 20-40&amp;lt;br /&amp;gt; 47-95 + 47-95&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 145&amp;lt;br /&amp;gt; 1080&amp;lt;br /&amp;gt; 3679&lt;br /&gt;
| '''Physical:&amp;lt;br /&amp;gt;'''6-13&amp;lt;br /&amp;gt; 21-42&amp;lt;br /&amp;gt; 52-105&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 145&amp;lt;br /&amp;gt; 1285&amp;lt;br /&amp;gt; 4771&lt;br /&gt;
| '''Physical + (20%) Light:&amp;lt;br /&amp;gt;'''5-14 + 0-2&amp;lt;br /&amp;gt; 19-38 + 5-11&amp;lt;br /&amp;gt; 51-103 + 13-26&lt;br /&gt;
|-&lt;br /&gt;
| '''Scarab'''&lt;br /&gt;
| '''Physical + (20%) Light:&amp;lt;br /&amp;gt;'''6-17 + 6-14&amp;lt;br /&amp;gt; 20-40 + 20-40&amp;lt;br /&amp;gt; 51-103 + 51-103&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 152&amp;lt;br /&amp;gt; 1080&amp;lt;br /&amp;gt; 4044&lt;br /&gt;
| '''Physical:&amp;lt;br /&amp;gt;'''6-14&amp;lt;br /&amp;gt; 20-40&amp;lt;br /&amp;gt; 51-103&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 152&amp;lt;br /&amp;gt; 1260&amp;lt;br /&amp;gt; 4718&lt;br /&gt;
| '''Physical + (25%) Light:&amp;lt;br /&amp;gt;'''5-15 + 1-2&amp;lt;br /&amp;gt; 20-40 + 5-11&amp;lt;br /&amp;gt; 57-115 + 14-28&lt;br /&gt;
|-&lt;br /&gt;
| '''Steel Scarab'''&lt;br /&gt;
| '''Physical + (20%) Light:&amp;lt;br /&amp;gt;'''6-19 + 6-15&amp;lt;br /&amp;gt; 22-44 + 22-44&amp;lt;br /&amp;gt; 50-100 + 50-100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 174&amp;lt;br /&amp;gt; 1144&amp;lt;br /&amp;gt; 3816&lt;br /&gt;
| '''Physical:&amp;lt;br /&amp;gt;'''6-15&amp;lt;br /&amp;gt; 22-44&amp;lt;br /&amp;gt; 50-100&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 174&amp;lt;br /&amp;gt; 1335&amp;lt;br /&amp;gt; 4452&lt;br /&gt;
| '''Physical + (25%) Light:&amp;lt;br /&amp;gt;'''5-17 + 1-3&amp;lt;br /&amp;gt; 22-45 + 6-12&amp;lt;br /&amp;gt; 57-115 + 13-27&lt;br /&gt;
|-&lt;br /&gt;
| '''Bone Scarab'''&lt;br /&gt;
| '''Physical + (20%) Light:&amp;lt;br /&amp;gt;'''8-24 + 8-19&amp;lt;br /&amp;gt; 24-49 + 24-49&amp;lt;br /&amp;gt; 52-105 + 52-105&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 223&amp;lt;br /&amp;gt; 1274&amp;lt;br /&amp;gt; 4089&lt;br /&gt;
| '''Physical:&amp;lt;br /&amp;gt;'''8-19&amp;lt;br /&amp;gt; 24-49&amp;lt;br /&amp;gt; 52-105&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; 223&amp;lt;br /&amp;gt; 1486&amp;lt;br /&amp;gt; 4771&lt;br /&gt;
| '''Physical + (30%) Light:&amp;lt;br /&amp;gt;'''7-23 + 2-4&amp;lt;br /&amp;gt; 25-51 + 6-13&amp;lt;br /&amp;gt; 61-123 + 14-28&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Scarab'''&lt;br /&gt;
| '''Physical + (30%) Light:&amp;lt;br /&amp;gt;'''--&amp;lt;br /&amp;gt; 28-57 + 7-15&amp;lt;br /&amp;gt; 51-103 + 14-28&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; --&amp;lt;br /&amp;gt; 1468&amp;lt;br /&amp;gt; 3998&lt;br /&gt;
| '''Physical + (10%) Light:&amp;lt;br /&amp;gt;'''--&amp;lt;br /&amp;gt; 28-57 + 7-15&amp;lt;br /&amp;gt; 51-103 + 14-28&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; --&amp;lt;br /&amp;gt; 1713&amp;lt;br /&amp;gt; 4664&lt;br /&gt;
| '''Physical + (30%) Light:&amp;lt;br /&amp;gt;'''--&amp;lt;br /&amp;gt; 7-15&amp;lt;br /&amp;gt; 14-28&lt;br /&gt;
|-&lt;br /&gt;
| '''Steel Scarab'''&lt;br /&gt;
| '''Physical + (20%) Light:&amp;lt;br /&amp;gt;'''--&amp;lt;br /&amp;gt; 29-58 + 7-15&amp;lt;br /&amp;gt; 52-105 + 14-28&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; --&amp;lt;br /&amp;gt; 1512&amp;lt;br /&amp;gt; 4089&lt;br /&gt;
| '''Physical + (10%) Light:&amp;lt;br /&amp;gt;'''--&amp;lt;br /&amp;gt; 29-58 + 7-15&amp;lt;br /&amp;gt; 52-105 + 14-28&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | &amp;lt;br /&amp;gt; --&amp;lt;br /&amp;gt; 1764&amp;lt;br /&amp;gt; 4771&lt;br /&gt;
| '''Physical + (30%) Light:&amp;lt;br /&amp;gt; --&amp;lt;br /&amp;gt;'''7-15&amp;lt;br /&amp;gt; 14-28&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defences==&lt;br /&gt;
Scarab Demons differ considerably in their regeneration rates; much more than any other monster type in the game. It's not clear why Blizzard bothered with this since their AI keeps them fighting at melee range, seldom giving them time to heal.&lt;br /&gt;
&lt;br /&gt;
* Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.&lt;br /&gt;
* Blocking values are assigned to every monster in the game, but the ability is seldom enabled, so most monsters can not block (Hence the blocking % given on most Diablo II monster pages, including Blizzard's, is inaccurate.) When enabled, blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Dung Soldier'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 70 / 887 / 2138&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 / 75 / 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
| '''Death Beetle'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 80 / 922 / 2164&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.8%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 / 75 / 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
| '''Scarab'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 85 / 922 / 2369&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2.4%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 / 75 / 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
| '''Steel Scarab'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 95 / 974 / 2241&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3.1%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 / 75 / 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
| '''Bone Scarab'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 122 / 1078 / 2393&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3.7%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 100 / 75 / 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 50 / 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Scarab'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -- / 1235 / 2543&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3.7%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -- / 75 / 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -- 40 / 25&lt;br /&gt;
|-&lt;br /&gt;
| '''Steel Scarab'''&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -- / 1270 / 2393&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3.7%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -- / 75 / 50&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | -- 40 / 25&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Dung Soldier'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Death Beetle'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;105%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Scarab'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;110%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Steel Scarab'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;115%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Bone Scarab'''&lt;br /&gt;
| 0% / 0% / 50%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;120%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Scarab'''&lt;br /&gt;
| -- / 0% / 50%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Steel Scarab'''&lt;br /&gt;
| -- / 0% / 50%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / &amp;lt;font color=&amp;quot;#FF0000&amp;quot;&amp;gt;10 0%&amp;lt;/font&amp;gt;&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
* [[Guest Monsters]] are found only in Act Five, and only on Nightmare and Hell difficulty levels.&lt;br /&gt;
* Monsters in areas marked &amp;quot;Boss Only&amp;quot; will only appear as random bosses or champions.&lt;br /&gt;
* Monsters in areas marked &amp;quot;No Boss&amp;quot; will never appear as random bosses or champions.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Acts 1-4: Normal, Nightmare, and Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Dung Soldier'''&lt;br /&gt;
| '''Act 2: '''Rocky Waste, Stony Tomb 1-2&lt;br /&gt;
|-&lt;br /&gt;
| '''Death Beetle'''&lt;br /&gt;
| '''Act 2: '''Far Oasis, Maggot Lair 1-3&lt;br /&gt;
|-&lt;br /&gt;
| '''Scarab'''&lt;br /&gt;
| '''Act 2: '''Maggot Lair 1-3&lt;br /&gt;
|-&lt;br /&gt;
| '''Steel Scarab'''&lt;br /&gt;
| '''Act 2: '''Canyon of the Magi, Tal Rasha's Tombs 1-7&lt;br /&gt;
|-&lt;br /&gt;
| '''Bone Scarab'''&lt;br /&gt;
| '''Act 3: '''Forgotten Temple, Ruined Fane, Disused Reliquary&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Scarab'''&lt;br /&gt;
| Halls of Anguish&lt;br /&gt;
|-&lt;br /&gt;
| '''Steel Scarab'''&lt;br /&gt;
| Worldstone Keep 2&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thumperward</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Crafting_FAQ&amp;diff=11386</id>
		<title>Crafting FAQ</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Crafting_FAQ&amp;diff=11386"/>
				<updated>2009-03-05T08:56:29Z</updated>
		
		<summary type="html">&lt;p&gt;Thumperward: /* Are there any good crafting recipes in v1.09? */ rm broken links&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item navbox}}&lt;br /&gt;
&lt;br /&gt;
Crafted items are interesting and potentially very useful, but many players are unfamiliar with them, and even experienced players often have questions about exactly how they work or why they should be used. Check the other pages in this section for full info about Crafted Items, and all known recipes. This page has the most often asked questions about Crafted Items and Crafting.&lt;br /&gt;
&lt;br /&gt;
Some of the questions in the FAQ are found on the other pages in this section, and the most common ones about making recipes are on the tops of every recipes page.&lt;br /&gt;
&lt;br /&gt;
== Can you craft Ethereal items? ==&lt;br /&gt;
&lt;br /&gt;
Yes, if they are magical. They become normal items; they do not remain Ethereal.&lt;br /&gt;
&lt;br /&gt;
== What's with the Clvl reqs on Crafted Items? ==&lt;br /&gt;
&lt;br /&gt;
They're rather high, that's what. The Clvl req is determined by taking the Clvl req of the highest random modifier, and adding to that for each other mod on the item. You can get Clvl reqs over 100 in some cases, making the item useless.&lt;br /&gt;
&lt;br /&gt;
== Are there any good crafting recipes in v1.09? ==&lt;br /&gt;
&lt;br /&gt;
Yes, though most players are ignorant of them. Lots of players like Hit Power gloves, which come with knockback, for their Bowazons. Hit Power gloves require an Ort, perfect Sapphire, and any jewel, as well as magical Chain Gloves or Heavy Bracers or Vambraces. You can buy or gamble chain gloves easily, so the number of these you make is limited only by how many Orts and Sapphires you find or trade for.&lt;br /&gt;
&lt;br /&gt;
Blood rings and amulets, as well as Caster rings and amulets are potentially very nice as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:blood-amulet3.jpg|frame|Dual leech lives!]]&lt;br /&gt;
&lt;br /&gt;
Blood rings/amulets get life leech and hps, and this can stack, so you could get a ring with 12% life leech, 60 hps, big resistance, MF, etc. Blood amulets can be up to 4% life leech, and you can get mana leech randomly; I've made 4 or 5 nice dual leech amulets with this recipe myself. Picture your +2 skills, 4/8% dual leech, 20% prismatic, 25% MF, 10% faster run amulet? Both blood jewelry recipes require a perfect ruby, any jewel, and Amn (amulet) or Sol (ring). Since you're probably just throwing away those runes and rubies now, this costs you nothing to do, and might pay off big time.&lt;br /&gt;
&lt;br /&gt;
Caster amulets have mana regeneration and bonuses to mana, and caster rings have mana regen, bonuses to mana, and even fast cast. A good caster ring/amulet would beat just about anything in the game for your Sorceress and/or Necromancer. Caster rings and amulets are even easier to make than Blood jewelry, since both require a perfect Amythest, and Ral (amulet) or Amn (ring). Blood amulets are useful to a lot more characters than caster rings, so you'll probably want to save your Amns for that, but Rals are very easy to obtain (you get 1 and a Tal for doing the rescue barb quest in Act 5 that hardly anyone does), since they're just #8, and you can cube 3 Tal's into one as well. If you start saving your runes for them, you'll find that Rals accumulate more quickly than perfect Amythests.&lt;br /&gt;
&lt;br /&gt;
Most players don't save Ral, Amn, or Sol, or perfect gems, or if they do save them they don't value them very highly. This means you can probably trade for these items quite cheaply.&lt;br /&gt;
&lt;br /&gt;
== My crafting never gets anything good, should I keep trying? ==&lt;br /&gt;
&lt;br /&gt;
The attitude to take on crafting is to look at it like a gamble, but one that's guaranteed to be rare. You probably won't get anything good, but if you do enough you'll score a keeper. If the ingredients aren't hard to get, especially if they are something you'd throw away otherwise, why not try it?&lt;br /&gt;
&lt;br /&gt;
[[Image:blood-amulet4.jpg|frame|Skills and frw, better then some rare amulets I gambled.]]&lt;br /&gt;
&lt;br /&gt;
Also, you might get something good you weren't even trying for. Look at the Blood Amulet here. I have no need for life leech on a Necromancer, but the faster run and +life is useful, and the random mods, +1 necro, big resistance, and bonus +hps, make it a very nice item. You could gamble all day, spend 5m gold, and never get a rare amulet half this good for your Necro. You'd certainly never get one with faster run on it. Of course these random mods on a Caster Amulet would be just exquisite, which is why you should be trying those also.&lt;br /&gt;
&lt;br /&gt;
== What is a &amp;quot;Craftable Item&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
For most recipes, a &amp;quot;craftable item&amp;quot; is a magical item only. Prior to v1.09 you could use most any type of non-normal item, but the recipes now are a lot more picky.&lt;br /&gt;
&lt;br /&gt;
== What is a &amp;quot;pre-set&amp;quot; mod? ==&lt;br /&gt;
&lt;br /&gt;
All Crafted Items have several pre-set mods (usually three) that will occur every single time that particular recipe is created. These mods almost always have some flexibility in them, like +10-20 vitality. So that recipe will always turn out an item with from +10 to +20 Vitality, randomly-determined.&lt;br /&gt;
&lt;br /&gt;
You'll often want to craft a recipe several times to get high values on the pre-set mods, and hopefully some good random mods as well.&lt;br /&gt;
&lt;br /&gt;
== How are the random mods generated? ==&lt;br /&gt;
&lt;br /&gt;
It's complicated. Basically you want to use the highest level items you have in the recipe, and have your highest level character actually create it.&lt;br /&gt;
&lt;br /&gt;
The game actually takes into account the Clvl of the character doing the crafting, and the qlvl (Quality Level) of the item, which is determined by which monster dropped the item, or which level character spawned the item if it was bought from an NPC or gambled. See the  [[Item Generation Tutorial]] for more details on Ilvl and everything else.&lt;br /&gt;
&lt;br /&gt;
If you are looking to craft something, save one you find from a very high level monster on hell, and use your highest level character.&lt;br /&gt;
&lt;br /&gt;
== Why doesn't ________ recipe work? ==&lt;br /&gt;
&lt;br /&gt;
If you are using v1.09, and it's a Caster, Blood, HitPower, or Safety item we have listed on our updated pages, you are probably doing something wrong. Be sure you have the correct type of item, runes, jewel, gems, etc, and nothing else in the cube. These should all work on and offline.&lt;br /&gt;
&lt;br /&gt;
If you are using v1.08, virtually every one of these recipes has changed ingredients, so you'll need to find a listing of the old v1.08 stats, or upgrade your D2 version. Most of the recipes never worked off-realm prior to v1.09 anyway.&lt;br /&gt;
&lt;br /&gt;
== Do the mods on the item used in the recipe persist? ==&lt;br /&gt;
&lt;br /&gt;
No, and this is a very common misconception. Any mods on the item you use to make the Crafted Item are erased and replaced. So don't expect to Craft Blood Weapon #1 with a Cruel Gothic Axe, and keep the 300% damage on it and add the 35-60% damage from the Blood recipe. It makes no difference at all what the mods on the item you use in the recipe are.&lt;br /&gt;
&lt;br /&gt;
This includes random spell mods, such as bonuses to skills on wands, staves, scepters, as well as all the class-specific stuff. All of these will be re-rolled, so you might get better bonus skills or worse, or none at all.&lt;br /&gt;
&lt;br /&gt;
This also includes erasing any sockets in the item, and removing any socketed gem/rune/jewel properties. The item is all new, just the base item type is preserved, so whatever you use in the recipe is going to be totally gone.&lt;br /&gt;
&lt;br /&gt;
== Can I Imbue a Crafted Item? ==&lt;br /&gt;
&lt;br /&gt;
Prior to v1.09 it was possible, (and this was the only way to imbue Circlets) but this has been fixed in v1.09 and it's no longer possible.&lt;br /&gt;
&lt;br /&gt;
== What makes Crafted Items special and different than Rare items? ==&lt;br /&gt;
&lt;br /&gt;
Most Crafted Items have pre-set mods that are seen on some Set and Unique items, but can never be found on magical or Rare items. Things like Crushing Blow, bonuses based on your total mana, Fire Absorb, and more. In addition there are potential bonuses that can be found on magical/Rare items, just not that type of item. For example, leech on boots or belts, bonuses to skills on gloves or rings, and many more.&lt;br /&gt;
&lt;br /&gt;
== Can magical-only mods occur on Crafted Items? ==&lt;br /&gt;
&lt;br /&gt;
Not any more. Crafted Items are treated as Rares by the game, in terms of modifiers possible on them, so you can't get Cruel or Grandmaster's or Weird or Godly or Chromatic or any of the other mods that you can't get on Rares. In the beta, magical-only mods could occur, and players got some Crafted items with unbelievable stats, but this has been fixed in the final game.&lt;br /&gt;
&lt;br /&gt;
== Can I socket a Crafted Item? ==&lt;br /&gt;
&lt;br /&gt;
Yes, but you will always get just one Socket, same as socketing a Set, Unique, or Rare item. In the beta more than one socket was possible, but this is fixed in v1.08.&lt;br /&gt;
&lt;br /&gt;
== Can I make a Crafted Item with a socketed item? ==&lt;br /&gt;
&lt;br /&gt;
Only with a magical item that has sockets.&lt;br /&gt;
&lt;br /&gt;
== Does the quality of the jewel or gem in the recipe matter? ==&lt;br /&gt;
&lt;br /&gt;
In the beta, Crafting didn't require perfect gems, so this was a popular question. Gem quality didn't matter then, and since the gems must be perfect now, it's a non-issue. The mods on the Jewel required in many recipes don't matter either.&lt;br /&gt;
&lt;br /&gt;
== Do the random mods stack with the pre-set mods? ==&lt;br /&gt;
&lt;br /&gt;
Yes, you could craft a Blood weapon, get 4% life leech from the pre-set, and get another 9% from a random mod, giving you a total of 13%, more than any magical or Rare item could ever get otherwise. In fact stacking like mods is the whole point in many recipes, such as the Blood Weapon #1, where the recipe will always have 35-60% enhanced damage, and you hope to get something from the Kings or Merciless (or both) families in addition to that.&lt;br /&gt;
&lt;br /&gt;
Again, you will often want to run the same recipe several times to get a good roll of pre-set and random mods. It's much like Imbuing, you can get a great item the first try, but it's very uncommon, and you'll usually need several tries to get lucky.&lt;br /&gt;
&lt;br /&gt;
== Why are there two versions of most recipes? ==&lt;br /&gt;
&lt;br /&gt;
There were normal and elite versions of most recipes in v1.08, but these are gone in v1.09, and the normal/excep/elite version of that type of item will work in the recipe.&lt;br /&gt;
&lt;br /&gt;
== What determines the Clvl requirement on Crafted Items? ==&lt;br /&gt;
&lt;br /&gt;
There is a minimum Clvl req based on the pre-set mods, but if the Clvl of the Excep or Elite item, or any of the random affixes, is higher the highest Clvl req will always take precedence. They are generally a lot higher than a comparable Rare would be.&lt;br /&gt;
&lt;br /&gt;
== Will I lose items if I do a bad recipe? ==&lt;br /&gt;
&lt;br /&gt;
No, trying crafted items is totally safe, if you have anything extra in the cube it won't work, and if any ingredient is wrong it won't work. This makes it easy to test the mostly-deactivated recipes, you can just keep trying different things and don't have to worry about losing anything extra in the recipe.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crafted Items]]&lt;/div&gt;</summary>
		<author><name>Thumperward</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:Hitpower-glove2.jpg&amp;diff=11385</id>
		<title>File:Hitpower-glove2.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:Hitpower-glove2.jpg&amp;diff=11385"/>
				<updated>2009-03-05T08:49:43Z</updated>
		
		<summary type="html">&lt;p&gt;Thumperward: HitPower Gloves: Magical Chain Gloves/Heavy Bracers/Vambraces + magical jewel + Ort Rune + Perfect Sapphire. -- v1.09, shot added July 8, 2002, thanks to FallenHeart.

Copied from old site via WayBack:

http://web.archive.org/web/20020716150501/http://www&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;HitPower Gloves: Magical Chain Gloves/Heavy Bracers/Vambraces + magical jewel + Ort Rune + Perfect Sapphire. -- v1.09, shot added July 8, 2002, thanks to FallenHeart.&lt;br /&gt;
&lt;br /&gt;
Copied from old site via WayBack:&lt;br /&gt;
&lt;br /&gt;
http://web.archive.org/web/20020716150501/http://www.diabloii.net/items/crafted/images/hitpower-gloves.shtml&lt;/div&gt;</summary>
		<author><name>Thumperward</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Crafting_FAQ&amp;diff=11384</id>
		<title>Crafting FAQ</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Crafting_FAQ&amp;diff=11384"/>
				<updated>2009-03-04T16:46:17Z</updated>
		
		<summary type="html">&lt;p&gt;Thumperward: tidy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item navbox}}&lt;br /&gt;
&lt;br /&gt;
Crafted items are interesting and potentially very useful, but many players are unfamiliar with them, and even experienced players often have questions about exactly how they work or why they should be used. Check the other pages in this section for full info about Crafted Items, and all known recipes. This page has the most often asked questions about Crafted Items and Crafting.&lt;br /&gt;
&lt;br /&gt;
Some of the questions in the FAQ are found on the other pages in this section, and the most common ones about making recipes are on the tops of every recipes page.&lt;br /&gt;
&lt;br /&gt;
== Can you craft Ethereal items? ==&lt;br /&gt;
&lt;br /&gt;
Yes, if they are magical. They become normal items; they do not remain Ethereal.&lt;br /&gt;
&lt;br /&gt;
== What's with the Clvl reqs on Crafted Items? ==&lt;br /&gt;
&lt;br /&gt;
They're rather high, that's what. The Clvl req is determined by taking the Clvl req of the highest random modifier, and adding to that for each other mod on the item. You can get Clvl reqs over 100 in some cases, making the item useless.&lt;br /&gt;
&lt;br /&gt;
== Are there any good crafting recipes in v1.09? ==&lt;br /&gt;
&lt;br /&gt;
Yes, though most players are ignorant of them. Lots of players like [http://www.diabloii.net/items/crafted/images/hitpower-gloves.shtml Hit Power gloves], which come with knockback, for their Bowazons. Hit Power gloves require an Ort, perfect Sapphire, and any jewel, as well as magical Chain Gloves or Heavy Bracers or Vambraces. You can buy or gamble chain gloves easily, so the number of these you make is limited only by how many Orts and Sapphires you find or trade for.&lt;br /&gt;
&lt;br /&gt;
Blood [images/blood-ring.shtml rings ]and [images/blood-amulet.shtml amulets], as well as Caster [images/caster-ring1.shtml rings] and [images/caster-amulet1.shtml amulets ]are potentially very nice as well.&lt;br /&gt;
&lt;br /&gt;
[[Image:blood-amulet3.jpg|frame|Dual leech lives!]]&lt;br /&gt;
&lt;br /&gt;
Blood rings/amulets get life leech and hps, and this can stack, so you could get a ring with 12% life leech, 60 hps, big resistance, MF, etc. Blood amulets can be up to 4% life leech, and you can get mana leech randomly; I've made 4 or 5 nice dual leech amulets with this recipe myself. Picture your +2 skills, 4/8% dual leech, 20% prismatic, 25% MF, 10% faster run amulet? Both blood jewelry recipes require a perfect ruby, any jewel, and Amn (amulet) or Sol (ring). Since you're probably just throwing away those runes and rubies now, this costs you nothing to do, and might pay off big time.&lt;br /&gt;
&lt;br /&gt;
Caster amulets have mana regeneration and bonuses to mana, and caster rings have mana regen, bonuses to mana, and even fast cast. A good caster ring/amulet would beat just about anything in the game for your Sorceress and/or Necromancer. Caster rings and amulets are even easier to make than Blood jewelry, since both require a perfect Amythest, and Ral (amulet) or Amn (ring). Blood amulets are useful to a lot more characters than caster rings, so you'll probably want to save your Amns for that, but Rals are very easy to obtain (you get 1 and a Tal for doing the rescue barb quest in Act 5 that hardly anyone does), since they're just #8, and you can cube 3 Tal's into one as well. If you start saving your runes for them, you'll find that Rals accumulate more quickly than perfect Amythests.&lt;br /&gt;
&lt;br /&gt;
Most players don't save Ral, Amn, or Sol, or perfect gems, or if they do save them they don't value them very highly. This means you can probably trade for these items quite cheaply.&lt;br /&gt;
&lt;br /&gt;
== My crafting never gets anything good, should I keep trying? ==&lt;br /&gt;
&lt;br /&gt;
The attitude to take on crafting is to look at it like a gamble, but one that's guaranteed to be rare. You probably won't get anything good, but if you do enough you'll score a keeper. If the ingredients aren't hard to get, especially if they are something you'd throw away otherwise, why not try it?&lt;br /&gt;
&lt;br /&gt;
[[Image:blood-amulet4.jpg|frame|Skills and frw, better then some rare amulets I gambled.]]&lt;br /&gt;
&lt;br /&gt;
Also, you might get something good you weren't even trying for. Look at the Blood Amulet here. I have no need for life leech on a Necromancer, but the faster run and +life is useful, and the random mods, +1 necro, big resistance, and bonus +hps, make it a very nice item. You could gamble all day, spend 5m gold, and never get a rare amulet half this good for your Necro. You'd certainly never get one with faster run on it. Of course these random mods on a Caster Amulet would be just exquisite, which is why you should be trying those also.&lt;br /&gt;
&lt;br /&gt;
== What is a &amp;quot;Craftable Item&amp;quot;? ==&lt;br /&gt;
&lt;br /&gt;
For most recipes, a &amp;quot;craftable item&amp;quot; is a magical item only. Prior to v1.09 you could use most any type of non-normal item, but the recipes now are a lot more picky.&lt;br /&gt;
&lt;br /&gt;
== What is a &amp;quot;pre-set&amp;quot; mod? ==&lt;br /&gt;
&lt;br /&gt;
All Crafted Items have several pre-set mods (usually three) that will occur every single time that particular recipe is created. These mods almost always have some flexibility in them, like +10-20 vitality. So that recipe will always turn out an item with from +10 to +20 Vitality, randomly-determined.&lt;br /&gt;
&lt;br /&gt;
You'll often want to craft a recipe several times to get high values on the pre-set mods, and hopefully some good random mods as well.&lt;br /&gt;
&lt;br /&gt;
== How are the random mods generated? ==&lt;br /&gt;
&lt;br /&gt;
It's complicated. Basically you want to use the highest level items you have in the recipe, and have your highest level character actually create it.&lt;br /&gt;
&lt;br /&gt;
The game actually takes into account the Clvl of the character doing the crafting, and the qlvl (Quality Level) of the item, which is determined by which monster dropped the item, or which level character spawned the item if it was bought from an NPC or gambled. See the  [[Item Generation Tutorial]] for more details on Ilvl and everything else.&lt;br /&gt;
&lt;br /&gt;
If you are looking to craft something, save one you find from a very high level monster on hell, and use your highest level character.&lt;br /&gt;
&lt;br /&gt;
== Why doesn't ________ recipe work? ==&lt;br /&gt;
&lt;br /&gt;
If you are using v1.09, and it's a Caster, Blood, HitPower, or Safety item we have listed on our updated pages, you are probably doing something wrong. Be sure you have the correct type of item, runes, jewel, gems, etc, and nothing else in the cube. These should all work on and offline.&lt;br /&gt;
&lt;br /&gt;
If you are using v1.08, virtually every one of these recipes has changed ingredients, so you'll need to find a listing of the old v1.08 stats, or upgrade your D2 version. Most of the recipes never worked off-realm prior to v1.09 anyway.&lt;br /&gt;
&lt;br /&gt;
== Do the mods on the item used in the recipe persist? ==&lt;br /&gt;
&lt;br /&gt;
No, and this is a very common misconception. Any mods on the item you use to make the Crafted Item are erased and replaced. So don't expect to Craft Blood Weapon #1 with a Cruel Gothic Axe, and keep the 300% damage on it and add the 35-60% damage from the Blood recipe. It makes no difference at all what the mods on the item you use in the recipe are.&lt;br /&gt;
&lt;br /&gt;
This includes random spell mods, such as bonuses to skills on wands, staves, scepters, as well as all the class-specific stuff. All of these will be re-rolled, so you might get better bonus skills or worse, or none at all.&lt;br /&gt;
&lt;br /&gt;
This also includes erasing any sockets in the item, and removing any socketed gem/rune/jewel properties. The item is all new, just the base item type is preserved, so whatever you use in the recipe is going to be totally gone.&lt;br /&gt;
&lt;br /&gt;
== Can I Imbue a Crafted Item? ==&lt;br /&gt;
&lt;br /&gt;
Prior to v1.09 it was possible, (and this was the only way to imbue Circlets) but this has been fixed in v1.09 and it's no longer possible.&lt;br /&gt;
&lt;br /&gt;
== What makes Crafted Items special and different than Rare items? ==&lt;br /&gt;
&lt;br /&gt;
Most Crafted Items have pre-set mods that are seen on some Set and Unique items, but can never be found on magical or Rare items. Things like Crushing Blow, bonuses based on your total mana, Fire Absorb, and more. In addition there are potential bonuses that can be found on magical/Rare items, just not that type of item. For example, leech on boots or belts, bonuses to skills on gloves or rings, and many more.&lt;br /&gt;
&lt;br /&gt;
== Can magical-only mods occur on Crafted Items? ==&lt;br /&gt;
&lt;br /&gt;
Not any more. Crafted Items are treated as Rares by the game, in terms of modifiers possible on them, so you can't get Cruel or Grandmaster's or Weird or Godly or Chromatic or any of the other mods that you can't get on Rares. In the beta, magical-only mods could occur, and players got some Crafted items with unbelievable stats, but this has been fixed in the final game.&lt;br /&gt;
&lt;br /&gt;
== Can I socket a Crafted Item? ==&lt;br /&gt;
&lt;br /&gt;
Yes, but you will always get just one Socket, same as socketing a Set, Unique, or Rare item. In the beta more than one socket was possible, but this is fixed in v1.08.&lt;br /&gt;
&lt;br /&gt;
== Can I make a Crafted Item with a socketed item? ==&lt;br /&gt;
&lt;br /&gt;
Only with a magical item that has sockets.&lt;br /&gt;
&lt;br /&gt;
== Does the quality of the jewel or gem in the recipe matter? ==&lt;br /&gt;
&lt;br /&gt;
In the beta, Crafting didn't require perfect gems, so this was a popular question. Gem quality didn't matter then, and since the gems must be perfect now, it's a non-issue. The mods on the Jewel required in many recipes don't matter either.&lt;br /&gt;
&lt;br /&gt;
== Do the random mods stack with the pre-set mods? ==&lt;br /&gt;
&lt;br /&gt;
Yes, you could craft a Blood weapon, get 4% life leech from the pre-set, and get another 9% from a random mod, giving you a total of 13%, more than any magical or Rare item could ever get otherwise. In fact stacking like mods is the whole point in many recipes, such as the Blood Weapon #1, where the recipe will always have 35-60% enhanced damage, and you hope to get something from the Kings or Merciless (or both) families in addition to that.&lt;br /&gt;
&lt;br /&gt;
Again, you will often want to run the same recipe several times to get a good roll of pre-set and random mods. It's much like Imbuing, you can get a great item the first try, but it's very uncommon, and you'll usually need several tries to get lucky.&lt;br /&gt;
&lt;br /&gt;
== Why are there two versions of most recipes? ==&lt;br /&gt;
&lt;br /&gt;
There were normal and elite versions of most recipes in v1.08, but these are gone in v1.09, and the normal/excep/elite version of that type of item will work in the recipe.&lt;br /&gt;
&lt;br /&gt;
== What determines the Clvl requirement on Crafted Items? ==&lt;br /&gt;
&lt;br /&gt;
There is a minimum Clvl req based on the pre-set mods, but if the Clvl of the Excep or Elite item, or any of the random affixes, is higher the highest Clvl req will always take precedence. They are generally a lot higher than a comparable Rare would be.&lt;br /&gt;
&lt;br /&gt;
== Will I lose items if I do a bad recipe? ==&lt;br /&gt;
&lt;br /&gt;
No, trying crafted items is totally safe, if you have anything extra in the cube it won't work, and if any ingredient is wrong it won't work. This makes it easy to test the mostly-deactivated recipes, you can just keep trying different things and don't have to worry about losing anything extra in the recipe.&lt;br /&gt;
&lt;br /&gt;
[[Category:Crafted Items]]&lt;/div&gt;</summary>
		<author><name>Thumperward</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Saber_Cat&amp;diff=11383</id>
		<title>Saber Cat</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Saber_Cat&amp;diff=11383"/>
				<updated>2009-03-04T12:59:55Z</updated>
		
		<summary type="html">&lt;p&gt;Thumperward: /* Resistances */ fix&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Monster navbox|{{Monstertype}}|{{Animals}}|{{Guest Monsters}}}}Saber Cats are [[Animals]].&lt;br /&gt;
&lt;br /&gt;
Saber Cats are a race of bipedal, intelligent beings with many feline features. These cat-beings were once found only in the jungle environments of Kehjistan, trading freely with the cities there. Although always considered somewhat aloof and untrustworthy, the Saber Cats had never before behaved in a threatening manner toward human society. But now, marauding bands of these Cats roam the deserts of Aranoch. Many blame the disappearance of whole caravans upon them.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Some enlightened sages believe that the creatures were summoned or otherwise moved en masse through Hellish measures to Aranoch. Saber Cats attack with swords, javelins, whips, and by throwing potions. They are quick to the chase, and enjoy the hunt. They rarely retreat and generally attack in large, well-organized groups.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
These whip-wielding [http://en.wikipedia.org/wiki/Furry_fandom furries] look impressive in screenshots, but are basically paper tigers in the game, dealing little damage and dying very quickly to almost any sort of attack.&lt;br /&gt;
&lt;br /&gt;
* All values are listed by difficulty level: '''Normal / Nightmare / Hell.'''&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Statistics==&lt;br /&gt;
* The TC/Rune drops listed are the highest [[Treasure Class]]/[[Rune Group]] a normal monster of that type can drop.&lt;br /&gt;
** TC Champions and Bosses can sometimes drop from the next higher group.&lt;br /&gt;
** The max TC/Rune possible may depend on which level a monster spawns in, and can be lower than the maximum. See the item [[calculators]] to ascertain precisely what a monster from a given area can drop.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Level&lt;br /&gt;
! Experience&lt;br /&gt;
! Hit Points&lt;br /&gt;
! Speed&lt;br /&gt;
! Max TC/Rune&lt;br /&gt;
|-&lt;br /&gt;
| '''Huntress'''&lt;br /&gt;
| 14 / 43 / 75&lt;br /&gt;
| 119 / 3296 / 30084&lt;br /&gt;
| 27-46 / 458-764 / 2264-5032&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| 15/Nef, 51/Lem, 87/Zod&lt;br /&gt;
|-&lt;br /&gt;
| '''Saber Cat'''&lt;br /&gt;
| 15 / 44 / 76&lt;br /&gt;
| 130 / 3527 / 31171&lt;br /&gt;
| 29-50 / 478-797 / 2316-5147&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| 15/Nef, 48/Ko, 75/Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Night Tiger'''&lt;br /&gt;
| 17 / 46 / 77&lt;br /&gt;
| 159 / 4040 / 32258&lt;br /&gt;
| 35-57 / 520-867 / 2368-5262&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| 18/Nef, 51/Lem, 75/Ber&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Cat'''&lt;br /&gt;
| 19 / 48 / 79&lt;br /&gt;
| 191 / 4626 / 34432&lt;br /&gt;
| 39-65 / 561-935 / 2471-5492&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| 21/Ral, 51/Lem, 78/Cham&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Saber Cat'''&lt;br /&gt;
| -- / 60 / 81&lt;br /&gt;
| -- / 9571 / 36607&lt;br /&gt;
| -- / 806-1344 / 3433-5722&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| --, 60/Ist, 84/ Zod&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Offence==&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Melee Attack&lt;br /&gt;
! Attack Rating&lt;br /&gt;
! Elemental Damage&lt;br /&gt;
|-&lt;br /&gt;
| '''Huntress'''&lt;br /&gt;
| 5-12 / 18-32 / 42-76&lt;br /&gt;
| 125 / 1728 / 6056&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Saber Cat'''&lt;br /&gt;
| 5-12 / 18-33 / 43-78&lt;br /&gt;
| 135 / 1764 / 6132&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
|-&lt;br /&gt;
| '''Night Tiger'''&lt;br /&gt;
| 6-14 / 19-35 / 39-69&lt;br /&gt;
| 152 / 1836 / 6208&lt;br /&gt;
| '''Cold Damage:&amp;lt;br /&amp;gt;'''-- / (15%) 15-29 (6s) / (50%) 39-87 (10s)&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Cat'''&lt;br /&gt;
| 6-15 / 20-36 / 40-72&lt;br /&gt;
| 174 / 1908 / 6360&lt;br /&gt;
| '''Fire Damage:&amp;lt;br /&amp;gt;'''-- / (15%) 20-32 / (50%) 45-109&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;4&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Saber Cat'''&lt;br /&gt;
| -- / 24-44 / 46-83&lt;br /&gt;
| -- / 2340 / 6512&lt;br /&gt;
| '''Cold Damage, 15% chance of:'''&amp;lt;br /&amp;gt; -- / 19-29 (6s) / 37-55 (8s)&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Defences==&lt;br /&gt;
&lt;br /&gt;
* Regen Rate tells what % of a monster's hit points are recovered per second. Standard is 1.2/sec.&lt;br /&gt;
* Blocking tells what % of successful, blockable attacks will not damage the monster. Monsters need not carry a shield to block.&lt;br /&gt;
* Drain Effectiveness tells what % of a character's mana and life steal apply to that monster. 100 is all, 0 is none.&lt;br /&gt;
* Chill Effectiveness tells what % of a character's cold length applies to the monster. 100 is all, 0 is no freeze/chill at all.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Defense&lt;br /&gt;
! Blocking&lt;br /&gt;
! Regen Rate&lt;br /&gt;
! Drain Effectiveness&lt;br /&gt;
! Chill Effectiveness&lt;br /&gt;
|-&lt;br /&gt;
| '''Huntress'''&lt;br /&gt;
| 53 / 642 / 1548&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Saber Cat'''&lt;br /&gt;
| 56 / 655 / 1567&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Night Tiger'''&lt;br /&gt;
| 64 / 680 / 1585&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Cat'''&lt;br /&gt;
| 71 / 705 / 1623&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 30%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| 100 / 100 / 100&lt;br /&gt;
| 50 / 40 / 33&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;6&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Saber Cat'''&lt;br /&gt;
| -- / 856 / 1660&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15%&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1.2%&lt;br /&gt;
| -- / 100 / 100&lt;br /&gt;
| -- / 40 / 33&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Resistances==&lt;br /&gt;
&lt;br /&gt;
* Resistances over 99% are listed as immunities and monsters will take no damage from that type of attack.&lt;br /&gt;
* &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;Immunities&amp;lt;/font&amp;gt; can be &amp;quot;broken&amp;quot; by skills that lower resistance, if the value drops below 99%. See the [[Resistances#Immunities|Resistances]] page for more details.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Physical&lt;br /&gt;
! Fire&lt;br /&gt;
! Cold&lt;br /&gt;
! Lightning&lt;br /&gt;
! Poison&lt;br /&gt;
! Magic&lt;br /&gt;
|-&lt;br /&gt;
| '''Huntress'''&lt;br /&gt;
| 0% / 0% / 15%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Saber Cat'''&lt;br /&gt;
| 0% / 0% / 15%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Night Tiger'''&lt;br /&gt;
| 0% / 0% / 15%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;100%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Cat'''&lt;br /&gt;
| 0% / 0% / 15%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / &amp;lt;font color=&amp;quot;#ff0000&amp;quot;&amp;gt;120%&amp;lt;/font&amp;gt;&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
| 0% / 0% / 0%&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;7&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Saber Cat'''&lt;br /&gt;
| -- / 33% / 50%&lt;br /&gt;
| -- / 0% / 50%&lt;br /&gt;
| -- / 25% / 50%&lt;br /&gt;
| -- / 25% / 50%&lt;br /&gt;
| -- / 25% / 50%&lt;br /&gt;
| -- / 0% / 0%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Locations==&lt;br /&gt;
&lt;br /&gt;
* [[Guest Monsters]] are found only in Act Five, and only on Nightmare and Hell difficulty levels.&lt;br /&gt;
* Monsters in areas marked &amp;quot;Boss Only&amp;quot; will only appear as random bosses or champions.&lt;br /&gt;
* Monsters in areas marked &amp;quot;No Boss&amp;quot; will never appear as random bosses or champions.&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! Type&lt;br /&gt;
! Acts 1-4: Normal, Nightmare, and Hell&lt;br /&gt;
|-&lt;br /&gt;
| '''Huntress'''&lt;br /&gt;
| '''Act 2: '''Rocky Waste, Halls of the Dead 3, Sewers 3&lt;br /&gt;
|-&lt;br /&gt;
| '''Saber Cat'''&lt;br /&gt;
| '''Act 2: '''Dry Hills&lt;br /&gt;
|-&lt;br /&gt;
| '''Night Tiger'''&lt;br /&gt;
| '''Act 2: '''Lost City&lt;br /&gt;
|-&lt;br /&gt;
| '''Hell Cat'''&lt;br /&gt;
| '''Act 2: '''Canyon of the Magi&lt;br /&gt;
|-&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Guest Monsters (Act Five, NM/Hell only)&lt;br /&gt;
|-&lt;br /&gt;
| '''Saber Cat'''&lt;br /&gt;
| Frozen Tundra&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Thumperward</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Secret_Cow_Level&amp;diff=11380</id>
		<title>Secret Cow Level</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Secret_Cow_Level&amp;diff=11380"/>
				<updated>2009-03-04T10:32:48Z</updated>
		
		<summary type="html">&lt;p&gt;Thumperward: tidy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A favorite joke/absurd rumor from Diablo I, the &amp;quot;Secret Cow Level,&amp;quot; packed full of [[Hell Bovine]]s, is a reality in Diablo II -- an Easter Egg/joke that's actually quite fun and profitable. It was so profitable that the Cow Level was the most popular area to &amp;quot;run&amp;quot; in v1.09, thanks to the huge cow herds, good experience, and low danger to players. In v1.10 and later the experience was nerfed and the area is no longer so popular, but can still provide players with some fun and profitable play experiences.&lt;br /&gt;
&lt;br /&gt;
It's also an amusing area to visit, if only for the sight gag of walking cows with polearms, and to hear the voices of the cows. They were recorded by various Blizzard North employees, and must have required many takes to edit out the laughter.&lt;br /&gt;
&lt;br /&gt;
{{template:quests}}&lt;br /&gt;
==From a joke to reality==&lt;br /&gt;
&lt;br /&gt;
[[Image:Quest-cows-early.jpg|thumb|300px|First look at Cows, April Fools, 1999.]]There were player-created rumors/jokes about a Secret Cow Level in Diablo I, based on the cows in the pasture in Tristram, that would moo, or cause your character to say something amusing, if you clicked the bovines long enough. There is no secret level or anything related to the cows other than an Easter Egg style joke in Diablo: Hellfire, and Blizzard repeatedly denied its existence in both serious and humorous ways, such as the Starcraft cheat code &amp;quot;there is no cow level.&amp;quot;  However, the Diablo II team apparently drew upon the rumor for inspiration, and worked the whole level into Diablo II. &lt;br /&gt;
&lt;br /&gt;
The first hint of a secret cow level came on April 1, 1999, over a year before Diablo II was released, when [[:Image:Quest-cows-early.jpg|this screenshot]] was released. It was taken as simply an April Fools' Joke at the time, but the joke was clearly on us, as things turned out. The cow level in the final game does not take place in the Act One caves, nor are any of the cows brown in coloration, so clearly there were some changes made during development.&lt;br /&gt;
&lt;br /&gt;
==How to get there==&lt;br /&gt;
&lt;br /&gt;
[[Image:Quest-cow-recipe.jpg|frame]]You must finish the game first (Kill Diablo in D2, Kill Baal in D2X), and then go back to Act One on the same difficulty level, and execute the recipe, Wirt's Leg + a Town Portal tome, while your character is standing in the Rogue Encampment. You do not need to carry around Wirt's Leg forever; just go back to Tristram any time and click his corpse to get a new one.&lt;br /&gt;
&lt;br /&gt;
[[Image:Quest-cow-portal.jpg|thumb|155px|right]]Prior to v1.02 you could go to the Cow Level as many times as you wanted to, so if you really love it in single player, you could uninstall, reinstall Diablo II, and then play do the Cow Level with your open or single player characters as many times as you want to, as long as you don't upgrade past v1.01. In the current version, you may repeat the Cow Level as often as you like, providing you do not receive quest credit for killing the cow king. &lt;br /&gt;
&lt;br /&gt;
As for the Cow Level itself, it's about what you would expect.  Cows and more cows, called [[Hell Bovine]]s, appear in huge, almost never-ending herds. By far the most tightly-packed monsters you see anywhere in the game can be found in the Cow Level. Every cow looks the same, there is no variation in coloration or weaponry at all.  They all have massive polearms, and do quite heavy damage when they strike you with their very fast attacks.&lt;br /&gt;
&lt;br /&gt;
The level is all on the surface, there aren't any sub levels or dungeon or cave areas, but there is a main wooden stockade sort of area, with walls just like those in the Rogue Encampment.  It is square in shape, with openings on all sides, and a number of dead Rogues lying around, and others tied to stakes, as you often see them in Act One.  It's not  a real good place to fight in, since the approaching cows can easily fill every exit and you do not want to be cornered by them.  Being cornered or too surrounded will get you scenes like this, and as you can imagine, body-retrieval can be a challenge.&lt;br /&gt;
&lt;br /&gt;
Somewhere inside or just outside of the &amp;quot;fort&amp;quot; as it's called, you'll find the Cow King.  He is always Lightning Enchanted, and should be avoided if you wish to retain the ability to open the portal to the level.&lt;br /&gt;
&lt;br /&gt;
==Multiple visits==&lt;br /&gt;
&lt;br /&gt;
[[Image:Quest-cow-king.jpg|frame]]You can open the red portal to the cow level as many times as you like, providing you don't get credit for killing the king.  Credit is given if you kill him yourself, or he dies at the hand of another player who has never killed him before, while you are in the Cow Level.  Being partied or not has no effect on the credit for the quest, it only matters who actually gets '''the last hit''' on King.&lt;br /&gt;
&lt;br /&gt;
If they have previously gotten credit for completing the cow quest (which means they can '''not''' open the red portal) then nothing will change. If the character who gets the last hit on the [[Cow King]] can open the red portal, then they will receive credit for completing the quest and no longer be able to open the red portal. Worse yet, everyone else in the Cow Level, whether they are partied or not, will also receive credit for completing the quest (if they didn't have it already) and will no longer be able to open the red portal.&lt;br /&gt;
&lt;br /&gt;
If that's not clear enough, see [http://forums.diabloii.net/showthread.php?t=341175 this forum thread] for the facts presented here, laid out in more detailed and grammatically-creative fashion.&lt;br /&gt;
&lt;br /&gt;
If you've already killed the king or gotten credit for killing him when someone else did, you can't open the red portal anymore, but you can still enter the red portal when someone else opens it up.&lt;br /&gt;
&lt;br /&gt;
== Bosses==&lt;br /&gt;
&lt;br /&gt;
The boss monster for the level is The Cow King, and he's there every game, always spawning somewhere inside or very near the wooden fort.  He has minions as well, just like any random boss in the game.&lt;br /&gt;
&lt;br /&gt;
You can see full stats for the [[Cow King]] here.  He doesn't differ in appearance from the other cows in any way; no crown or different coloration or longer horns, though on hell he often is Aura Enchanted, so you'll spot him by that.  There are often random Cow Bosses and champions scattered throughout the area, and with them all identical in appearance it's hard to tell if a monster is the king or not until you kill some to clear out the mob.  The King is always Lightning Enchanted, so that's one way to tell him immediately.&lt;br /&gt;
&lt;br /&gt;
Prior to v1.08 the Cow King was a guaranteed special drop, like the Act Bosses, though only two items.  Uniques and Sets were almost guaranteed from him with some MF.  In v1.09 he was toned down a bit, but he still has the ability to drop a random array of up to five magical, rare, set, and/or unique class items as well as a half-dozen stamina potions (milk anyone?).  On Hell his Treasure Class is much lower than that of the normal cows, so while he will never drop top level items, he can drop quite a few low level Elite items such as Bramble Mitts, Dusk Shrouds, Shakos, etc.&lt;br /&gt;
&lt;br /&gt;
==Strategy==&lt;br /&gt;
&lt;br /&gt;
The Cow Level requires some unusual strategy. First of all, the only way in is through the red portal, which does not always spawn in a safe location. It's a good idea to get away from it as quickly as possible, since if it gets swarmed and you leave the level through it, or die, you will not be able to return safely.&lt;br /&gt;
&lt;br /&gt;
[[Image:Quest-cow-death.jpg|thumb|300px|Don't get swarmed.]]The [[Hell Bovine]]s are very slow of foot, but they hit hard and have fairly rapid attacks, so caution must be used when tanking them. Their greatest strength comes from their numbers, simply because 10 cows swinging at your character, at once, is a bad situation for almost anyone.&lt;br /&gt;
&lt;br /&gt;
The best characters for the cow level have ranged attacks that can strike multiple targets at the same time. Javazons might as well have been designed specifically to excel in the Cow Level, thanks to Lightning Fury, which is more effective the more targets there are in range. Other highly useful skills against the Cows include Nova, Corpse Explosion, Multishot, and Death Sentry. Anything that hits many targets per use will come into its own against the cows.&lt;br /&gt;
&lt;br /&gt;
The basic strategy for the level varies a lot.  If your character has a powerful area attack, you want to run around with a purpose, getting as many cows following you as possible.  This is known as &amp;quot;herding&amp;quot;.  Run around the mobs, &amp;quot;knitting&amp;quot; them into bigger packs, so you can attack huge mobs at once. Characters with less powerful skills will probably want to take on the cows a few at a time, and should advance slowly and carefully.&lt;br /&gt;
&lt;br /&gt;
The difficulty in the Cow Level comes from the sheer numbers.  The level is set outdoors, and looks like anywhere else outdoors in Act One.  A few trees and some rocks and chests scattered about, but no houses or anything else that would give you a bottleneck where you could take on the cows just a few at a time.&lt;br /&gt;
&lt;br /&gt;
==Run==&lt;br /&gt;
&lt;br /&gt;
The hardest part is when you first arrive:  The red portal appears in some random location, usually against one of the outer stone walls.  Sometimes you are in a safe spot, but other times there will be cows galore right away.  As many as 30 or 40 coming at you immediately, from all directions.  You need to try and kill them without moving too far in any direction, since if you do you'll get into sight of more cows, and another 20 or 30 will move in.  The cows can see farther than the edges of your visible screen, so get used to them moving deliberately towards you, &amp;quot;moo-moo'ing&amp;quot; all the time.&lt;br /&gt;
&lt;br /&gt;
An alternative is to run for it.  You can dodge through and around the clumps of cows pretty easily, since they all move at zombie-speed.  Usually some corners of the level will be devoid of cows, and you can reach a somewhat clear spot and drop a town portal, or fight there and run again when they threaten to swarm you.&lt;br /&gt;
&lt;br /&gt;
It's always a good idea to not die near the red portal, and ideally to have a blue and the red available, so you can always get back there without cows hitting you the instant you appear.  Retreating through the red portal, or a town portal, will probably be required a number of times, either to get a mana refill or more red potions, or arrows/javelins if you are using a projectile attack.&lt;br /&gt;
&lt;br /&gt;
The best equipment for the cow level is magic find gear, or else defensive stuff.  Especially useful is a high defense, and equipment with -% damage.  Shaftstop, Rockstopper, Stormshield, etc.  If you can cut the physical damage you take, you'll be much more likely to survive attacks.  A high blocking percentage is very useful as well, as are Dodge and Evade for Amazons.&lt;br /&gt;
&lt;br /&gt;
The fun of the level for items is that there are such huge numbers of cows that doing the Cow Level gets you more kills in a small area than you will ever get anywhere else in the game.&lt;br /&gt;
&lt;br /&gt;
==Expansion changes==&lt;br /&gt;
&lt;br /&gt;
Very few things changed for the Expansion.  A character must kill Baal to be eligible to enter, rather than Diablo, but that's about it. The value and difficulty of the cows has fluctuated from patch to patch, and may yet change again in future versions of the game. In v1.09 the Cow Level was among the most profitable areas in the game, and was the most popular since it was so easy to rack up huge experience quickly. It became less valuable in v1.10, when the experience given by the cows was cut and their item dropping lowered.&lt;br /&gt;
&lt;br /&gt;
[[category:quests]]&lt;br /&gt;
[[category:levels]]&lt;/div&gt;</summary>
		<author><name>Thumperward</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Assassin_Traps&amp;diff=11379</id>
		<title>Assassin Traps</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Assassin_Traps&amp;diff=11379"/>
				<updated>2009-03-04T10:19:36Z</updated>
		
		<summary type="html">&lt;p&gt;Thumperward: /* Charged Bolt Sentry */ tidy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Assassin Skills}}To supplement her array of tools and abilities, the Assassin has access to an ingenious group of devices. These mechanisms, engineered by Viz-Jaq'taari sages, have been perfected over many years of use. They range from simple thrown missiles and bombs to more complex proximity-triggered sentries.&lt;br /&gt;
&lt;br /&gt;
There is a limit of 5 Traps.&lt;br /&gt;
&lt;br /&gt;
Traps are very effective in Normal and later on into Nightmare. Traps become less effective in Hell. due to Monster resistances and Life. Traps can be used at higher difficulty levels for additional help and the Death Sentry's Corpse Explosion ability remains powerful on any level since it scales up with the monster's hit points.&lt;br /&gt;
&lt;br /&gt;
Certain items will allow a player to lower an enemy's resistances and/or heighten elemental damage. These items will not function with most traps as some traps are minions of the character and the damage is not generated directly from the character in question. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fire Blast==&lt;br /&gt;
'''Required Level:''' 1&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': None&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' &lt;br /&gt;
* Shock Web: +9% Fire Damage Per Level&lt;br /&gt;
* Charged Bolt Sentry: +9% Fire Damage Per Level&lt;br /&gt;
* Wake of Fire: +9% Fire Damage Per Level&lt;br /&gt;
* Lightning Sentry: +9% Fire Damage Per Level&lt;br /&gt;
* Wake of Inferno: +9% Fire Damage Per Level&lt;br /&gt;
* Death Sentry: +9% Fire Damage Per Level&lt;br /&gt;
'''Details:''' This skill gives an Assassin the ability to manufacture and throw a small incendiary device. This ordinance explodes on impact, damaging any foe within its small blast radius.&lt;br /&gt;
{|&lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost&lt;br /&gt;
| 3&lt;br /&gt;
| 3.1&lt;br /&gt;
| 3.2&lt;br /&gt;
| 3.3&lt;br /&gt;
| 3.5&lt;br /&gt;
| 3.6&lt;br /&gt;
| 3.7&lt;br /&gt;
| 3.8&lt;br /&gt;
| 4&lt;br /&gt;
| 4.1&lt;br /&gt;
| 4.2&lt;br /&gt;
| 4.3&lt;br /&gt;
| 4.5&lt;br /&gt;
| 4.6&lt;br /&gt;
| 4.7&lt;br /&gt;
| 4.8&lt;br /&gt;
| 5&lt;br /&gt;
| 5.1&lt;br /&gt;
| 5.2&lt;br /&gt;
| 5.3&lt;br /&gt;
|-&lt;br /&gt;
| Fire Damage&lt;br /&gt;
| 3-4&lt;br /&gt;
| 4-6&lt;br /&gt;
| 6-9&lt;br /&gt;
| 7-11&lt;br /&gt;
| 9-14&lt;br /&gt;
| 10-16&lt;br /&gt;
| 12-19&lt;br /&gt;
| 13-21&lt;br /&gt;
| 17-27&lt;br /&gt;
| 21-32&lt;br /&gt;
| 25-38&lt;br /&gt;
| 29-43&lt;br /&gt;
| 33-49&lt;br /&gt;
| 37-54&lt;br /&gt;
| 41-60&lt;br /&gt;
| 45-65&lt;br /&gt;
| 55-77&lt;br /&gt;
| 65-89&lt;br /&gt;
| 75-101&lt;br /&gt;
| 85-113&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shock Web==&lt;br /&gt;
'''Required Level:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Synergies:''' &lt;br /&gt;
* Fire Blast: +1 Missile Per 3 Levels&lt;br /&gt;
* Charged Bolt Sentry: +11% Lightning Damage Per Level&lt;br /&gt;
* Lightning Sentry: +11% Lightning Damage Per Level&lt;br /&gt;
* Death Sentry: +11% Lightning Damage Per Level&lt;br /&gt;
'''Details:''' These traps comprise a collection of small conductive components that arc electricity between one another, damaging any opponents who tread upon them.&lt;br /&gt;
{|&lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
! Mana cost&lt;br /&gt;
| colspan=20 | 6&lt;br /&gt;
|-&lt;br /&gt;
! Spikes&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 7&lt;br /&gt;
| 7&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 9&lt;br /&gt;
| 9&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
! Lightning damage&lt;br /&gt;
| 1-10&lt;br /&gt;
| 1-13&lt;br /&gt;
| 1-16&lt;br /&gt;
| 1-19&lt;br /&gt;
| 1-22&lt;br /&gt;
| 1-25&lt;br /&gt;
| 1-28&lt;br /&gt;
| 1-31&lt;br /&gt;
| 1-37&lt;br /&gt;
| 1-43&lt;br /&gt;
| 1-49&lt;br /&gt;
| 1-55&lt;br /&gt;
| 1-61&lt;br /&gt;
| 1-67&lt;br /&gt;
| 1-73&lt;br /&gt;
| 1-79&lt;br /&gt;
| 1-89&lt;br /&gt;
| 1-99&lt;br /&gt;
| 1-109&lt;br /&gt;
| 1-119&lt;br /&gt;
|-&lt;br /&gt;
! Duration&lt;br /&gt;
| colspan=20 | 3.6 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Blade Sentinel==&lt;br /&gt;
'''Casting Delay]''': 2 Seconds&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Required Level:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': None&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Details:''' This skill allows the Assassin to throw a razor-sharp device that flies back and forth between the Assassin and its target, slicing any hostile creatures in its path.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
! Mana cost&lt;br /&gt;
| colspan=20 | 7&lt;br /&gt;
|-&lt;br /&gt;
! Duration (seconds)&lt;br /&gt;
| 4&lt;br /&gt;
| 4.4&lt;br /&gt;
| 4.9&lt;br /&gt;
| 5.4&lt;br /&gt;
| 5.9&lt;br /&gt;
| 6.4&lt;br /&gt;
| 6.8&lt;br /&gt;
| 7.3&lt;br /&gt;
| 7.8&lt;br /&gt;
| 8.3&lt;br /&gt;
| 8.8&lt;br /&gt;
| 9.2&lt;br /&gt;
| 9.7&lt;br /&gt;
| 10.2&lt;br /&gt;
| 10.7&lt;br /&gt;
| 11.2&lt;br /&gt;
| 11.6&lt;br /&gt;
| 12.1&lt;br /&gt;
| 12.6&lt;br /&gt;
| 13.1&lt;br /&gt;
|-&lt;br /&gt;
! Damage&lt;br /&gt;
| 6-10&lt;br /&gt;
| 9-13&lt;br /&gt;
| 12-16&lt;br /&gt;
| 15-19&lt;br /&gt;
| 18-22&lt;br /&gt;
| 21-25&lt;br /&gt;
| 24-28&lt;br /&gt;
| 27-31&lt;br /&gt;
| 31-35&lt;br /&gt;
| 35-39&lt;br /&gt;
| 39-43&lt;br /&gt;
| 43-47&lt;br /&gt;
| 47-51&lt;br /&gt;
| 51-55&lt;br /&gt;
| 55-59&lt;br /&gt;
| 59-63&lt;br /&gt;
| 64-68&lt;br /&gt;
| 69-73&lt;br /&gt;
| 74-78&lt;br /&gt;
| 79-83&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Charged Bolt Sentry==&lt;br /&gt;
'''Required Level:''' 12&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast, Shock Web&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Synergies:''' &lt;br /&gt;
* Shock Web: +1 Bolt Per 3 Levels&lt;br /&gt;
* Lightning Sentry: +1 Shot Per 4 Levels&lt;br /&gt;
* Fire Blast: +6% Lightning Damage Per Level&lt;br /&gt;
* Lightning Sentry: +6% Lightning Damage Per Level&lt;br /&gt;
* Death Sentry: +6% Lightning Damage Per Level&lt;br /&gt;
'''Details:''' This small device, once cast upon the ground, emits charges of electricity that shock any adversary who strays too close.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
! Mana cost&lt;br /&gt;
| colspan=20 | 13&lt;br /&gt;
|-&lt;br /&gt;
! Damage&lt;br /&gt;
| 1-7&lt;br /&gt;
| 1-10&lt;br /&gt;
| 1-13&lt;br /&gt;
| 1-16&lt;br /&gt;
| 1-20&lt;br /&gt;
| 1-23&lt;br /&gt;
| 1-26&lt;br /&gt;
| 1-29&lt;br /&gt;
| 1-33&lt;br /&gt;
| 1-38&lt;br /&gt;
| 1-42&lt;br /&gt;
| 1-46&lt;br /&gt;
| 1-50&lt;br /&gt;
| 1-55&lt;br /&gt;
| 1-59&lt;br /&gt;
| 1-63&lt;br /&gt;
| 1-69&lt;br /&gt;
| 1-76&lt;br /&gt;
| 1-82&lt;br /&gt;
| 1-89&lt;br /&gt;
|-&lt;br /&gt;
! colspan=21 | Releases 5 Charged Bolts; shoots 5 times&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Wake Of Fire==&lt;br /&gt;
'''Required Level:''' 12&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:'' &lt;br /&gt;
* Fire Blast: +8% Fire Damage Per Level&lt;br /&gt;
* Wake of Inferno: +8% Fire Damage Per Level&lt;br /&gt;
'''Details:''' Once erected, this trap releases waves of flame that incinerate any opponents within its path.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost: 13&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fire Damage&lt;br /&gt;
| 5-10&lt;br /&gt;
| 7-12&lt;br /&gt;
| 9-15&lt;br /&gt;
| 11-17&lt;br /&gt;
| 14-19&lt;br /&gt;
| 16-21&lt;br /&gt;
| 18-23&lt;br /&gt;
| 20-25&lt;br /&gt;
| 23-29&lt;br /&gt;
| 27-32&lt;br /&gt;
| 30-35&lt;br /&gt;
| 33-38&lt;br /&gt;
| 36-42&lt;br /&gt;
| 39-45&lt;br /&gt;
| 43-48&lt;br /&gt;
| 46-51&lt;br /&gt;
| 51-58&lt;br /&gt;
| 57-64&lt;br /&gt;
| 62-71&lt;br /&gt;
| 68-77&lt;br /&gt;
|-&lt;br /&gt;
| Shoots 5 Times&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blade Fury==&lt;br /&gt;
'''Required Level:''' 18&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast, Blade Sentinel, Wake of Fire&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Details:''' Using this skill, the Assassin throws several small blades, shredding her enemies with a barrage of metal.&lt;br /&gt;
* Blade Fury doesn't use up durability of weapons, and can be used with an ethereal weapon.&lt;br /&gt;
* Blade Fury will attack constantly with 6 frames per second. It does not work with Burst of Speed or any other increased (or decreased) attack speed.&lt;br /&gt;
* Blade Fury accuracy is based on the Assassin's attack rating. Your chances of hitting a monster with a normal attack determine your chance with Blade Fury.&lt;br /&gt;
* Blade Fury does not work with pierce or exploding arrow effects.&lt;br /&gt;
* Blade Fury works with effects on striking, but not on attack. Therefore, Curses and other effects can be triggered very fast.&lt;br /&gt;
* Additional skillpoints only yield negligible damage increase which is not further modified. The 3/4 of your weapon, however, benefit from all damage enchancers, e.g. the Claw Mastery (if the weapon is a claw).&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Mana Required To Cast: 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost Per Blade&lt;br /&gt;
| 1&lt;br /&gt;
| 1.1&lt;br /&gt;
| 1.2&lt;br /&gt;
| 1.3&lt;br /&gt;
| 1.5&lt;br /&gt;
| 1.6&lt;br /&gt;
| 1.7&lt;br /&gt;
| 1.8&lt;br /&gt;
| 2&lt;br /&gt;
| 2.1&lt;br /&gt;
| 2.2&lt;br /&gt;
| 2.3&lt;br /&gt;
| 2.5&lt;br /&gt;
| 2.6&lt;br /&gt;
| 2.7&lt;br /&gt;
| 2.8&lt;br /&gt;
| 3&lt;br /&gt;
| 3.1&lt;br /&gt;
| 3.2&lt;br /&gt;
| 3.3&lt;br /&gt;
|-&lt;br /&gt;
|  Damage Per Blade &lt;br /&gt;
|  8-10 &lt;br /&gt;
|  11-13 &lt;br /&gt;
|  14-16 &lt;br /&gt;
|  17-19 &lt;br /&gt;
|  20-22 &lt;br /&gt;
|  23-25 &lt;br /&gt;
|  26-28 &lt;br /&gt;
|  29-31 &lt;br /&gt;
|  34-36 &lt;br /&gt;
|  39-41 &lt;br /&gt;
|  44-46 &lt;br /&gt;
|  49-51 &lt;br /&gt;
|  54-56 &lt;br /&gt;
|  59-61 &lt;br /&gt;
|  64-66 &lt;br /&gt;
|  69-71 &lt;br /&gt;
|  77-79 &lt;br /&gt;
|  85-87 &lt;br /&gt;
|  93-95 &lt;br /&gt;
|  101-103 &lt;br /&gt;
|-&lt;br /&gt;
| +3/4 Weapon Damage &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lightning Sentry==&lt;br /&gt;
'''Required Level:''' 24&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast, Shock Web, Charged Bolt Sentry&amp;lt;br&amp;gt;&lt;br /&gt;
'''Synergies:'''&lt;br /&gt;
* Shock Web: +12% Lightning Damage Per Level &lt;br /&gt;
* Charged Bolt Sentry: +12% Lightning Damage Per Level &lt;br /&gt;
* Death Sentry: +12% Lightning Damage Per Level &lt;br /&gt;
'''Details:''' This device discharges great bolts of electricity, frying assailants when they come near.&lt;br /&gt;
{| &lt;br /&gt;
!  Level &lt;br /&gt;
!  1 &lt;br /&gt;
!  2 &lt;br /&gt;
!  3 &lt;br /&gt;
!  4 &lt;br /&gt;
!  5 &lt;br /&gt;
!  6 &lt;br /&gt;
!  7 &lt;br /&gt;
!  8 &lt;br /&gt;
!  9 &lt;br /&gt;
!  10 &lt;br /&gt;
!  11 &lt;br /&gt;
!  12 &lt;br /&gt;
!  13 &lt;br /&gt;
!  14 &lt;br /&gt;
!  15 &lt;br /&gt;
!  16 &lt;br /&gt;
!  17 &lt;br /&gt;
!  18 &lt;br /&gt;
!  19 &lt;br /&gt;
!  20 &lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost: 20 &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|  Lightning Damage &lt;br /&gt;
|  1-24 &lt;br /&gt;
|  1-37 &lt;br /&gt;
|  1-49 &lt;br /&gt;
|  1-62 &lt;br /&gt;
|  1-74 &lt;br /&gt;
|  1-86 &lt;br /&gt;
|  1-99 &lt;br /&gt;
|  1-111 &lt;br /&gt;
|  1-131 &lt;br /&gt;
|  1-151 &lt;br /&gt;
|  1-171 &lt;br /&gt;
|  1-190 &lt;br /&gt;
|  1-210 &lt;br /&gt;
|  1-230 &lt;br /&gt;
|  1-250 &lt;br /&gt;
|  1-270 &lt;br /&gt;
|  1-300 &lt;br /&gt;
|  1-329 &lt;br /&gt;
|  1-359 &lt;br /&gt;
|  1-389 &lt;br /&gt;
|-&lt;br /&gt;
|  Shoots 10 Times &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wake Of Inferno==&lt;br /&gt;
'''Required Level:''' 24&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast, Wake Of Fire&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:'''&lt;br /&gt;
* Wake of Fire: +0.5 Yards Per Level &lt;br /&gt;
* Fire Blast: +10% Fire Damage Per Level &lt;br /&gt;
* Wake of Fire: +7% Fire Damage Per Level &lt;br /&gt;
* Death Sentry: +10% Fire Damage Per Level &lt;br /&gt;
'''Details:''' Once an Assassin throws it to the ground, this trap expels a large spout of fire at any opponent who moves within its range.&lt;br /&gt;
{| &lt;br /&gt;
!  Level &lt;br /&gt;
!  1 &lt;br /&gt;
!  2 &lt;br /&gt;
!  3 &lt;br /&gt;
!  4 &lt;br /&gt;
!  5 &lt;br /&gt;
!  6 &lt;br /&gt;
!  7 &lt;br /&gt;
!  8 &lt;br /&gt;
!  9 &lt;br /&gt;
!  10 &lt;br /&gt;
!  11 &lt;br /&gt;
!  12 &lt;br /&gt;
!  13 &lt;br /&gt;
!  14 &lt;br /&gt;
!  15 &lt;br /&gt;
!  16 &lt;br /&gt;
!  17 &lt;br /&gt;
!  18 &lt;br /&gt;
!  19 &lt;br /&gt;
!  20 &lt;br /&gt;
|-&lt;br /&gt;
|  Mana Cost: 20 &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|  Fire Damage Per Second &lt;br /&gt;
|  12-30 &lt;br /&gt;
|  22-42 &lt;br /&gt;
|  32-53 &lt;br /&gt;
|  43-65 &lt;br /&gt;
|  53-76 &lt;br /&gt;
|  63-88 &lt;br /&gt;
|  74-99 &lt;br /&gt;
|  84-111 &lt;br /&gt;
|  97-125 &lt;br /&gt;
|  110-139 &lt;br /&gt;
|  123-153 &lt;br /&gt;
|  135-167 &lt;br /&gt;
|  148-181 &lt;br /&gt;
|  161-195 &lt;br /&gt;
|  174-209 &lt;br /&gt;
|  187-223 &lt;br /&gt;
|  202-240 &lt;br /&gt;
|  218-257 &lt;br /&gt;
|  234-274 &lt;br /&gt;
|  250-291 &lt;br /&gt;
|-&lt;br /&gt;
|  Shoots 10 Times &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Death Sentry==&lt;br /&gt;
'''Required Level:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast, Shock Web, Charged Bolt Sentry, Lightning Sentry&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:'''&lt;br /&gt;
* Fire Blast: +1 Shot Per 3 Levels &lt;br /&gt;
* Lightning Sentry: +12% Lightning Damage Per Level &lt;br /&gt;
'''Details:''' This trap emits projectiles laden with a potent chemical catalyst, detonating the exposed cadavers of slain enemies. &lt;br /&gt;
* Damage: 40-80% Of Corpse Life &lt;br /&gt;
* Shoots: 5 Times &lt;br /&gt;
{| &lt;br /&gt;
!  Level &lt;br /&gt;
!  1 &lt;br /&gt;
!  2 &lt;br /&gt;
!  3 &lt;br /&gt;
!  4 &lt;br /&gt;
!  5 &lt;br /&gt;
!  6 &lt;br /&gt;
!  7 &lt;br /&gt;
!  8 &lt;br /&gt;
!  9 &lt;br /&gt;
!  10 &lt;br /&gt;
!  11 &lt;br /&gt;
!  12 &lt;br /&gt;
!  13 &lt;br /&gt;
!  14 &lt;br /&gt;
!  15 &lt;br /&gt;
!  16 &lt;br /&gt;
!  17 &lt;br /&gt;
!  18 &lt;br /&gt;
!  19 &lt;br /&gt;
!  20 &lt;br /&gt;
|-&lt;br /&gt;
|  Mana Cost: 20 &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|  Lightning Damage &lt;br /&gt;
|  1-56 &lt;br /&gt;
|  1-64 &lt;br /&gt;
|  1-73 &lt;br /&gt;
|  1-82 &lt;br /&gt;
|  1-91 &lt;br /&gt;
|  1-100 &lt;br /&gt;
|  1-109 &lt;br /&gt;
|  1-118 &lt;br /&gt;
|  1-134 &lt;br /&gt;
|  1-150 &lt;br /&gt;
|  1-165 &lt;br /&gt;
|  1-181 &lt;br /&gt;
|  1-197 &lt;br /&gt;
|  1-212 &lt;br /&gt;
|  1-228 &lt;br /&gt;
|  1-244 &lt;br /&gt;
|  1-268 &lt;br /&gt;
|  1-293 &lt;br /&gt;
|  1-318 &lt;br /&gt;
|  1-342 &lt;br /&gt;
|-&lt;br /&gt;
|  Corpse Explosion Radius (yards) &lt;br /&gt;
|  3.3 &lt;br /&gt;
|  3.6 &lt;br /&gt;
|  4 &lt;br /&gt;
|  4.3 &lt;br /&gt;
|  4.6 &lt;br /&gt;
|  5 &lt;br /&gt;
|  5.3 &lt;br /&gt;
|  5.6 &lt;br /&gt;
|  6 &lt;br /&gt;
|  6.3 &lt;br /&gt;
|  6.6 &lt;br /&gt;
|  7 &lt;br /&gt;
|  7.3 &lt;br /&gt;
|  7.6 &lt;br /&gt;
|  8 &lt;br /&gt;
|  8.3 &lt;br /&gt;
|  8.6 &lt;br /&gt;
|  9 &lt;br /&gt;
|  9.3 &lt;br /&gt;
|  9.6 &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blade Shield==&lt;br /&gt;
'''Required Level:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast, Blade Sentinel, Wake of Fire, Blade Fury&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Details''' This contrivance releases several small razors and uses magnetic forces to set them spinning about the Assassin, inflicting grievous wounds on any foe who approaches her too closely.Using Blade Shield will reduce the durability of your weapon.&lt;br /&gt;
* This will not trigger &amp;quot;On Striking&amp;quot; spells. It will however, trigger On Attack spells.&lt;br /&gt;
* Damage = +1/4 Weapon Damage &lt;br /&gt;
{| &lt;br /&gt;
!  Level &lt;br /&gt;
!  1 &lt;br /&gt;
!  2 &lt;br /&gt;
!  3 &lt;br /&gt;
!  4 &lt;br /&gt;
!  5 &lt;br /&gt;
!  6 &lt;br /&gt;
!  7 &lt;br /&gt;
!  8 &lt;br /&gt;
!  9 &lt;br /&gt;
!  10 &lt;br /&gt;
!  11 &lt;br /&gt;
!  12 &lt;br /&gt;
!  13 &lt;br /&gt;
!  14 &lt;br /&gt;
!  15 &lt;br /&gt;
!  16 &lt;br /&gt;
!  17 &lt;br /&gt;
!  18 &lt;br /&gt;
!  19 &lt;br /&gt;
!  20 &lt;br /&gt;
|-&lt;br /&gt;
|  Mana Cost &lt;br /&gt;
|  27 &lt;br /&gt;
|  29 &lt;br /&gt;
|  31 &lt;br /&gt;
|  33 &lt;br /&gt;
|  35 &lt;br /&gt;
|  37 &lt;br /&gt;
|  39 &lt;br /&gt;
|  41 &lt;br /&gt;
|  43 &lt;br /&gt;
|  45 &lt;br /&gt;
|  47 &lt;br /&gt;
|  49 &lt;br /&gt;
|  51 &lt;br /&gt;
|  53 &lt;br /&gt;
|  55 &lt;br /&gt;
|  57 &lt;br /&gt;
|  59 &lt;br /&gt;
|  61 &lt;br /&gt;
|  63 &lt;br /&gt;
|  65 &lt;br /&gt;
|-&lt;br /&gt;
|  Duration (seconds) &lt;br /&gt;
|  20 &lt;br /&gt;
|  25 &lt;br /&gt;
|  30 &lt;br /&gt;
|  35 &lt;br /&gt;
|  40 &lt;br /&gt;
|  45 &lt;br /&gt;
|  50 &lt;br /&gt;
|  55 &lt;br /&gt;
|  60 &lt;br /&gt;
|  65 &lt;br /&gt;
|  70 &lt;br /&gt;
|  75 &lt;br /&gt;
|  80 &lt;br /&gt;
|  85 &lt;br /&gt;
|  90 &lt;br /&gt;
|  95 &lt;br /&gt;
|  100 &lt;br /&gt;
|  105 &lt;br /&gt;
|  110 &lt;br /&gt;
|  115 &lt;br /&gt;
|-&lt;br /&gt;
|  Damage &lt;br /&gt;
|  1-30 &lt;br /&gt;
|  6-35 &lt;br /&gt;
|  11-40 &lt;br /&gt;
|  16-45 &lt;br /&gt;
|  21-50 &lt;br /&gt;
|  26-55 &lt;br /&gt;
|  31-60 &lt;br /&gt;
|  36-65 &lt;br /&gt;
|  42-71 &lt;br /&gt;
|  48-77 &lt;br /&gt;
|  54-83 &lt;br /&gt;
|  60-89 &lt;br /&gt;
|  66-95 &lt;br /&gt;
|  72-101 &lt;br /&gt;
|  78-107 &lt;br /&gt;
|  84-113 &lt;br /&gt;
|  91-120 &lt;br /&gt;
|  98-127 &lt;br /&gt;
|  105-134 &lt;br /&gt;
|  112-141 &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Assassin]]&lt;/div&gt;</summary>
		<author><name>Thumperward</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Assassin_Traps&amp;diff=11378</id>
		<title>Assassin Traps</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Assassin_Traps&amp;diff=11378"/>
				<updated>2009-03-04T10:18:08Z</updated>
		
		<summary type="html">&lt;p&gt;Thumperward: /* Blade Sentinel */ tidy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Assassin Skills}}To supplement her array of tools and abilities, the Assassin has access to an ingenious group of devices. These mechanisms, engineered by Viz-Jaq'taari sages, have been perfected over many years of use. They range from simple thrown missiles and bombs to more complex proximity-triggered sentries.&lt;br /&gt;
&lt;br /&gt;
There is a limit of 5 Traps.&lt;br /&gt;
&lt;br /&gt;
Traps are very effective in Normal and later on into Nightmare. Traps become less effective in Hell. due to Monster resistances and Life. Traps can be used at higher difficulty levels for additional help and the Death Sentry's Corpse Explosion ability remains powerful on any level since it scales up with the monster's hit points.&lt;br /&gt;
&lt;br /&gt;
Certain items will allow a player to lower an enemy's resistances and/or heighten elemental damage. These items will not function with most traps as some traps are minions of the character and the damage is not generated directly from the character in question. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fire Blast==&lt;br /&gt;
'''Required Level:''' 1&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': None&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' &lt;br /&gt;
* Shock Web: +9% Fire Damage Per Level&lt;br /&gt;
* Charged Bolt Sentry: +9% Fire Damage Per Level&lt;br /&gt;
* Wake of Fire: +9% Fire Damage Per Level&lt;br /&gt;
* Lightning Sentry: +9% Fire Damage Per Level&lt;br /&gt;
* Wake of Inferno: +9% Fire Damage Per Level&lt;br /&gt;
* Death Sentry: +9% Fire Damage Per Level&lt;br /&gt;
'''Details:''' This skill gives an Assassin the ability to manufacture and throw a small incendiary device. This ordinance explodes on impact, damaging any foe within its small blast radius.&lt;br /&gt;
{|&lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost&lt;br /&gt;
| 3&lt;br /&gt;
| 3.1&lt;br /&gt;
| 3.2&lt;br /&gt;
| 3.3&lt;br /&gt;
| 3.5&lt;br /&gt;
| 3.6&lt;br /&gt;
| 3.7&lt;br /&gt;
| 3.8&lt;br /&gt;
| 4&lt;br /&gt;
| 4.1&lt;br /&gt;
| 4.2&lt;br /&gt;
| 4.3&lt;br /&gt;
| 4.5&lt;br /&gt;
| 4.6&lt;br /&gt;
| 4.7&lt;br /&gt;
| 4.8&lt;br /&gt;
| 5&lt;br /&gt;
| 5.1&lt;br /&gt;
| 5.2&lt;br /&gt;
| 5.3&lt;br /&gt;
|-&lt;br /&gt;
| Fire Damage&lt;br /&gt;
| 3-4&lt;br /&gt;
| 4-6&lt;br /&gt;
| 6-9&lt;br /&gt;
| 7-11&lt;br /&gt;
| 9-14&lt;br /&gt;
| 10-16&lt;br /&gt;
| 12-19&lt;br /&gt;
| 13-21&lt;br /&gt;
| 17-27&lt;br /&gt;
| 21-32&lt;br /&gt;
| 25-38&lt;br /&gt;
| 29-43&lt;br /&gt;
| 33-49&lt;br /&gt;
| 37-54&lt;br /&gt;
| 41-60&lt;br /&gt;
| 45-65&lt;br /&gt;
| 55-77&lt;br /&gt;
| 65-89&lt;br /&gt;
| 75-101&lt;br /&gt;
| 85-113&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shock Web==&lt;br /&gt;
'''Required Level:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Synergies:''' &lt;br /&gt;
* Fire Blast: +1 Missile Per 3 Levels&lt;br /&gt;
* Charged Bolt Sentry: +11% Lightning Damage Per Level&lt;br /&gt;
* Lightning Sentry: +11% Lightning Damage Per Level&lt;br /&gt;
* Death Sentry: +11% Lightning Damage Per Level&lt;br /&gt;
'''Details:''' These traps comprise a collection of small conductive components that arc electricity between one another, damaging any opponents who tread upon them.&lt;br /&gt;
{|&lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
! Mana cost&lt;br /&gt;
| colspan=20 | 6&lt;br /&gt;
|-&lt;br /&gt;
! Spikes&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 7&lt;br /&gt;
| 7&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 9&lt;br /&gt;
| 9&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
! Lightning damage&lt;br /&gt;
| 1-10&lt;br /&gt;
| 1-13&lt;br /&gt;
| 1-16&lt;br /&gt;
| 1-19&lt;br /&gt;
| 1-22&lt;br /&gt;
| 1-25&lt;br /&gt;
| 1-28&lt;br /&gt;
| 1-31&lt;br /&gt;
| 1-37&lt;br /&gt;
| 1-43&lt;br /&gt;
| 1-49&lt;br /&gt;
| 1-55&lt;br /&gt;
| 1-61&lt;br /&gt;
| 1-67&lt;br /&gt;
| 1-73&lt;br /&gt;
| 1-79&lt;br /&gt;
| 1-89&lt;br /&gt;
| 1-99&lt;br /&gt;
| 1-109&lt;br /&gt;
| 1-119&lt;br /&gt;
|-&lt;br /&gt;
! Duration&lt;br /&gt;
| colspan=20 | 3.6 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Blade Sentinel==&lt;br /&gt;
'''Casting Delay]''': 2 Seconds&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Required Level:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': None&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Details:''' This skill allows the Assassin to throw a razor-sharp device that flies back and forth between the Assassin and its target, slicing any hostile creatures in its path.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
! Mana cost&lt;br /&gt;
| colspan=20 | 7&lt;br /&gt;
|-&lt;br /&gt;
! Duration (seconds)&lt;br /&gt;
| 4&lt;br /&gt;
| 4.4&lt;br /&gt;
| 4.9&lt;br /&gt;
| 5.4&lt;br /&gt;
| 5.9&lt;br /&gt;
| 6.4&lt;br /&gt;
| 6.8&lt;br /&gt;
| 7.3&lt;br /&gt;
| 7.8&lt;br /&gt;
| 8.3&lt;br /&gt;
| 8.8&lt;br /&gt;
| 9.2&lt;br /&gt;
| 9.7&lt;br /&gt;
| 10.2&lt;br /&gt;
| 10.7&lt;br /&gt;
| 11.2&lt;br /&gt;
| 11.6&lt;br /&gt;
| 12.1&lt;br /&gt;
| 12.6&lt;br /&gt;
| 13.1&lt;br /&gt;
|-&lt;br /&gt;
! Damage&lt;br /&gt;
| 6-10&lt;br /&gt;
| 9-13&lt;br /&gt;
| 12-16&lt;br /&gt;
| 15-19&lt;br /&gt;
| 18-22&lt;br /&gt;
| 21-25&lt;br /&gt;
| 24-28&lt;br /&gt;
| 27-31&lt;br /&gt;
| 31-35&lt;br /&gt;
| 35-39&lt;br /&gt;
| 39-43&lt;br /&gt;
| 43-47&lt;br /&gt;
| 47-51&lt;br /&gt;
| 51-55&lt;br /&gt;
| 55-59&lt;br /&gt;
| 59-63&lt;br /&gt;
| 64-68&lt;br /&gt;
| 69-73&lt;br /&gt;
| 74-78&lt;br /&gt;
| 79-83&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Charged Bolt Sentry==&lt;br /&gt;
'''Required Level:''' 12&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast, Shock Web&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Synergies:''' &lt;br /&gt;
* Shock Web: +1 Bolt Per 3 Levels&lt;br /&gt;
* Lightning Sentry: +1 Shot Per 4 Levels&lt;br /&gt;
* Fire Blast: +6% Lightning Damage Per Level&lt;br /&gt;
* Lightning Sentry: +6% Lightning Damage Per Level&lt;br /&gt;
* Death Sentry: +6% Lightning Damage Per Level&lt;br /&gt;
'''Details:''' This small device, once cast upon the ground, emits charges of electricity that shock any adversary who strays too close.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost: 13&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Damage&lt;br /&gt;
| 1-7&lt;br /&gt;
| 1-10&lt;br /&gt;
| 1-13&lt;br /&gt;
| 1-16&lt;br /&gt;
| 1-20&lt;br /&gt;
| 1-23&lt;br /&gt;
| 1-26&lt;br /&gt;
| 1-29&lt;br /&gt;
| 1-33&lt;br /&gt;
| 1-38&lt;br /&gt;
| 1-42&lt;br /&gt;
| 1-46&lt;br /&gt;
| 1-50&lt;br /&gt;
| 1-55&lt;br /&gt;
| 1-59&lt;br /&gt;
| 1-63&lt;br /&gt;
| 1-69&lt;br /&gt;
| 1-76&lt;br /&gt;
| 1-82&lt;br /&gt;
| 1-89&lt;br /&gt;
|-&lt;br /&gt;
| Releases 5 Charged Bolts&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Shoots: 5 times&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wake Of Fire==&lt;br /&gt;
'''Required Level:''' 12&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:'' &lt;br /&gt;
* Fire Blast: +8% Fire Damage Per Level&lt;br /&gt;
* Wake of Inferno: +8% Fire Damage Per Level&lt;br /&gt;
'''Details:''' Once erected, this trap releases waves of flame that incinerate any opponents within its path.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost: 13&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fire Damage&lt;br /&gt;
| 5-10&lt;br /&gt;
| 7-12&lt;br /&gt;
| 9-15&lt;br /&gt;
| 11-17&lt;br /&gt;
| 14-19&lt;br /&gt;
| 16-21&lt;br /&gt;
| 18-23&lt;br /&gt;
| 20-25&lt;br /&gt;
| 23-29&lt;br /&gt;
| 27-32&lt;br /&gt;
| 30-35&lt;br /&gt;
| 33-38&lt;br /&gt;
| 36-42&lt;br /&gt;
| 39-45&lt;br /&gt;
| 43-48&lt;br /&gt;
| 46-51&lt;br /&gt;
| 51-58&lt;br /&gt;
| 57-64&lt;br /&gt;
| 62-71&lt;br /&gt;
| 68-77&lt;br /&gt;
|-&lt;br /&gt;
| Shoots 5 Times&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blade Fury==&lt;br /&gt;
'''Required Level:''' 18&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast, Blade Sentinel, Wake of Fire&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Details:''' Using this skill, the Assassin throws several small blades, shredding her enemies with a barrage of metal.&lt;br /&gt;
* Blade Fury doesn't use up durability of weapons, and can be used with an ethereal weapon.&lt;br /&gt;
* Blade Fury will attack constantly with 6 frames per second. It does not work with Burst of Speed or any other increased (or decreased) attack speed.&lt;br /&gt;
* Blade Fury accuracy is based on the Assassin's attack rating. Your chances of hitting a monster with a normal attack determine your chance with Blade Fury.&lt;br /&gt;
* Blade Fury does not work with pierce or exploding arrow effects.&lt;br /&gt;
* Blade Fury works with effects on striking, but not on attack. Therefore, Curses and other effects can be triggered very fast.&lt;br /&gt;
* Additional skillpoints only yield negligible damage increase which is not further modified. The 3/4 of your weapon, however, benefit from all damage enchancers, e.g. the Claw Mastery (if the weapon is a claw).&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Mana Required To Cast: 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost Per Blade&lt;br /&gt;
| 1&lt;br /&gt;
| 1.1&lt;br /&gt;
| 1.2&lt;br /&gt;
| 1.3&lt;br /&gt;
| 1.5&lt;br /&gt;
| 1.6&lt;br /&gt;
| 1.7&lt;br /&gt;
| 1.8&lt;br /&gt;
| 2&lt;br /&gt;
| 2.1&lt;br /&gt;
| 2.2&lt;br /&gt;
| 2.3&lt;br /&gt;
| 2.5&lt;br /&gt;
| 2.6&lt;br /&gt;
| 2.7&lt;br /&gt;
| 2.8&lt;br /&gt;
| 3&lt;br /&gt;
| 3.1&lt;br /&gt;
| 3.2&lt;br /&gt;
| 3.3&lt;br /&gt;
|-&lt;br /&gt;
|  Damage Per Blade &lt;br /&gt;
|  8-10 &lt;br /&gt;
|  11-13 &lt;br /&gt;
|  14-16 &lt;br /&gt;
|  17-19 &lt;br /&gt;
|  20-22 &lt;br /&gt;
|  23-25 &lt;br /&gt;
|  26-28 &lt;br /&gt;
|  29-31 &lt;br /&gt;
|  34-36 &lt;br /&gt;
|  39-41 &lt;br /&gt;
|  44-46 &lt;br /&gt;
|  49-51 &lt;br /&gt;
|  54-56 &lt;br /&gt;
|  59-61 &lt;br /&gt;
|  64-66 &lt;br /&gt;
|  69-71 &lt;br /&gt;
|  77-79 &lt;br /&gt;
|  85-87 &lt;br /&gt;
|  93-95 &lt;br /&gt;
|  101-103 &lt;br /&gt;
|-&lt;br /&gt;
| +3/4 Weapon Damage &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lightning Sentry==&lt;br /&gt;
'''Required Level:''' 24&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast, Shock Web, Charged Bolt Sentry&amp;lt;br&amp;gt;&lt;br /&gt;
'''Synergies:'''&lt;br /&gt;
* Shock Web: +12% Lightning Damage Per Level &lt;br /&gt;
* Charged Bolt Sentry: +12% Lightning Damage Per Level &lt;br /&gt;
* Death Sentry: +12% Lightning Damage Per Level &lt;br /&gt;
'''Details:''' This device discharges great bolts of electricity, frying assailants when they come near.&lt;br /&gt;
{| &lt;br /&gt;
!  Level &lt;br /&gt;
!  1 &lt;br /&gt;
!  2 &lt;br /&gt;
!  3 &lt;br /&gt;
!  4 &lt;br /&gt;
!  5 &lt;br /&gt;
!  6 &lt;br /&gt;
!  7 &lt;br /&gt;
!  8 &lt;br /&gt;
!  9 &lt;br /&gt;
!  10 &lt;br /&gt;
!  11 &lt;br /&gt;
!  12 &lt;br /&gt;
!  13 &lt;br /&gt;
!  14 &lt;br /&gt;
!  15 &lt;br /&gt;
!  16 &lt;br /&gt;
!  17 &lt;br /&gt;
!  18 &lt;br /&gt;
!  19 &lt;br /&gt;
!  20 &lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost: 20 &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|  Lightning Damage &lt;br /&gt;
|  1-24 &lt;br /&gt;
|  1-37 &lt;br /&gt;
|  1-49 &lt;br /&gt;
|  1-62 &lt;br /&gt;
|  1-74 &lt;br /&gt;
|  1-86 &lt;br /&gt;
|  1-99 &lt;br /&gt;
|  1-111 &lt;br /&gt;
|  1-131 &lt;br /&gt;
|  1-151 &lt;br /&gt;
|  1-171 &lt;br /&gt;
|  1-190 &lt;br /&gt;
|  1-210 &lt;br /&gt;
|  1-230 &lt;br /&gt;
|  1-250 &lt;br /&gt;
|  1-270 &lt;br /&gt;
|  1-300 &lt;br /&gt;
|  1-329 &lt;br /&gt;
|  1-359 &lt;br /&gt;
|  1-389 &lt;br /&gt;
|-&lt;br /&gt;
|  Shoots 10 Times &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wake Of Inferno==&lt;br /&gt;
'''Required Level:''' 24&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast, Wake Of Fire&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:'''&lt;br /&gt;
* Wake of Fire: +0.5 Yards Per Level &lt;br /&gt;
* Fire Blast: +10% Fire Damage Per Level &lt;br /&gt;
* Wake of Fire: +7% Fire Damage Per Level &lt;br /&gt;
* Death Sentry: +10% Fire Damage Per Level &lt;br /&gt;
'''Details:''' Once an Assassin throws it to the ground, this trap expels a large spout of fire at any opponent who moves within its range.&lt;br /&gt;
{| &lt;br /&gt;
!  Level &lt;br /&gt;
!  1 &lt;br /&gt;
!  2 &lt;br /&gt;
!  3 &lt;br /&gt;
!  4 &lt;br /&gt;
!  5 &lt;br /&gt;
!  6 &lt;br /&gt;
!  7 &lt;br /&gt;
!  8 &lt;br /&gt;
!  9 &lt;br /&gt;
!  10 &lt;br /&gt;
!  11 &lt;br /&gt;
!  12 &lt;br /&gt;
!  13 &lt;br /&gt;
!  14 &lt;br /&gt;
!  15 &lt;br /&gt;
!  16 &lt;br /&gt;
!  17 &lt;br /&gt;
!  18 &lt;br /&gt;
!  19 &lt;br /&gt;
!  20 &lt;br /&gt;
|-&lt;br /&gt;
|  Mana Cost: 20 &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|  Fire Damage Per Second &lt;br /&gt;
|  12-30 &lt;br /&gt;
|  22-42 &lt;br /&gt;
|  32-53 &lt;br /&gt;
|  43-65 &lt;br /&gt;
|  53-76 &lt;br /&gt;
|  63-88 &lt;br /&gt;
|  74-99 &lt;br /&gt;
|  84-111 &lt;br /&gt;
|  97-125 &lt;br /&gt;
|  110-139 &lt;br /&gt;
|  123-153 &lt;br /&gt;
|  135-167 &lt;br /&gt;
|  148-181 &lt;br /&gt;
|  161-195 &lt;br /&gt;
|  174-209 &lt;br /&gt;
|  187-223 &lt;br /&gt;
|  202-240 &lt;br /&gt;
|  218-257 &lt;br /&gt;
|  234-274 &lt;br /&gt;
|  250-291 &lt;br /&gt;
|-&lt;br /&gt;
|  Shoots 10 Times &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Death Sentry==&lt;br /&gt;
'''Required Level:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast, Shock Web, Charged Bolt Sentry, Lightning Sentry&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:'''&lt;br /&gt;
* Fire Blast: +1 Shot Per 3 Levels &lt;br /&gt;
* Lightning Sentry: +12% Lightning Damage Per Level &lt;br /&gt;
'''Details:''' This trap emits projectiles laden with a potent chemical catalyst, detonating the exposed cadavers of slain enemies. &lt;br /&gt;
* Damage: 40-80% Of Corpse Life &lt;br /&gt;
* Shoots: 5 Times &lt;br /&gt;
{| &lt;br /&gt;
!  Level &lt;br /&gt;
!  1 &lt;br /&gt;
!  2 &lt;br /&gt;
!  3 &lt;br /&gt;
!  4 &lt;br /&gt;
!  5 &lt;br /&gt;
!  6 &lt;br /&gt;
!  7 &lt;br /&gt;
!  8 &lt;br /&gt;
!  9 &lt;br /&gt;
!  10 &lt;br /&gt;
!  11 &lt;br /&gt;
!  12 &lt;br /&gt;
!  13 &lt;br /&gt;
!  14 &lt;br /&gt;
!  15 &lt;br /&gt;
!  16 &lt;br /&gt;
!  17 &lt;br /&gt;
!  18 &lt;br /&gt;
!  19 &lt;br /&gt;
!  20 &lt;br /&gt;
|-&lt;br /&gt;
|  Mana Cost: 20 &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|  Lightning Damage &lt;br /&gt;
|  1-56 &lt;br /&gt;
|  1-64 &lt;br /&gt;
|  1-73 &lt;br /&gt;
|  1-82 &lt;br /&gt;
|  1-91 &lt;br /&gt;
|  1-100 &lt;br /&gt;
|  1-109 &lt;br /&gt;
|  1-118 &lt;br /&gt;
|  1-134 &lt;br /&gt;
|  1-150 &lt;br /&gt;
|  1-165 &lt;br /&gt;
|  1-181 &lt;br /&gt;
|  1-197 &lt;br /&gt;
|  1-212 &lt;br /&gt;
|  1-228 &lt;br /&gt;
|  1-244 &lt;br /&gt;
|  1-268 &lt;br /&gt;
|  1-293 &lt;br /&gt;
|  1-318 &lt;br /&gt;
|  1-342 &lt;br /&gt;
|-&lt;br /&gt;
|  Corpse Explosion Radius (yards) &lt;br /&gt;
|  3.3 &lt;br /&gt;
|  3.6 &lt;br /&gt;
|  4 &lt;br /&gt;
|  4.3 &lt;br /&gt;
|  4.6 &lt;br /&gt;
|  5 &lt;br /&gt;
|  5.3 &lt;br /&gt;
|  5.6 &lt;br /&gt;
|  6 &lt;br /&gt;
|  6.3 &lt;br /&gt;
|  6.6 &lt;br /&gt;
|  7 &lt;br /&gt;
|  7.3 &lt;br /&gt;
|  7.6 &lt;br /&gt;
|  8 &lt;br /&gt;
|  8.3 &lt;br /&gt;
|  8.6 &lt;br /&gt;
|  9 &lt;br /&gt;
|  9.3 &lt;br /&gt;
|  9.6 &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blade Shield==&lt;br /&gt;
'''Required Level:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast, Blade Sentinel, Wake of Fire, Blade Fury&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Details''' This contrivance releases several small razors and uses magnetic forces to set them spinning about the Assassin, inflicting grievous wounds on any foe who approaches her too closely.Using Blade Shield will reduce the durability of your weapon.&lt;br /&gt;
* This will not trigger &amp;quot;On Striking&amp;quot; spells. It will however, trigger On Attack spells.&lt;br /&gt;
* Damage = +1/4 Weapon Damage &lt;br /&gt;
{| &lt;br /&gt;
!  Level &lt;br /&gt;
!  1 &lt;br /&gt;
!  2 &lt;br /&gt;
!  3 &lt;br /&gt;
!  4 &lt;br /&gt;
!  5 &lt;br /&gt;
!  6 &lt;br /&gt;
!  7 &lt;br /&gt;
!  8 &lt;br /&gt;
!  9 &lt;br /&gt;
!  10 &lt;br /&gt;
!  11 &lt;br /&gt;
!  12 &lt;br /&gt;
!  13 &lt;br /&gt;
!  14 &lt;br /&gt;
!  15 &lt;br /&gt;
!  16 &lt;br /&gt;
!  17 &lt;br /&gt;
!  18 &lt;br /&gt;
!  19 &lt;br /&gt;
!  20 &lt;br /&gt;
|-&lt;br /&gt;
|  Mana Cost &lt;br /&gt;
|  27 &lt;br /&gt;
|  29 &lt;br /&gt;
|  31 &lt;br /&gt;
|  33 &lt;br /&gt;
|  35 &lt;br /&gt;
|  37 &lt;br /&gt;
|  39 &lt;br /&gt;
|  41 &lt;br /&gt;
|  43 &lt;br /&gt;
|  45 &lt;br /&gt;
|  47 &lt;br /&gt;
|  49 &lt;br /&gt;
|  51 &lt;br /&gt;
|  53 &lt;br /&gt;
|  55 &lt;br /&gt;
|  57 &lt;br /&gt;
|  59 &lt;br /&gt;
|  61 &lt;br /&gt;
|  63 &lt;br /&gt;
|  65 &lt;br /&gt;
|-&lt;br /&gt;
|  Duration (seconds) &lt;br /&gt;
|  20 &lt;br /&gt;
|  25 &lt;br /&gt;
|  30 &lt;br /&gt;
|  35 &lt;br /&gt;
|  40 &lt;br /&gt;
|  45 &lt;br /&gt;
|  50 &lt;br /&gt;
|  55 &lt;br /&gt;
|  60 &lt;br /&gt;
|  65 &lt;br /&gt;
|  70 &lt;br /&gt;
|  75 &lt;br /&gt;
|  80 &lt;br /&gt;
|  85 &lt;br /&gt;
|  90 &lt;br /&gt;
|  95 &lt;br /&gt;
|  100 &lt;br /&gt;
|  105 &lt;br /&gt;
|  110 &lt;br /&gt;
|  115 &lt;br /&gt;
|-&lt;br /&gt;
|  Damage &lt;br /&gt;
|  1-30 &lt;br /&gt;
|  6-35 &lt;br /&gt;
|  11-40 &lt;br /&gt;
|  16-45 &lt;br /&gt;
|  21-50 &lt;br /&gt;
|  26-55 &lt;br /&gt;
|  31-60 &lt;br /&gt;
|  36-65 &lt;br /&gt;
|  42-71 &lt;br /&gt;
|  48-77 &lt;br /&gt;
|  54-83 &lt;br /&gt;
|  60-89 &lt;br /&gt;
|  66-95 &lt;br /&gt;
|  72-101 &lt;br /&gt;
|  78-107 &lt;br /&gt;
|  84-113 &lt;br /&gt;
|  91-120 &lt;br /&gt;
|  98-127 &lt;br /&gt;
|  105-134 &lt;br /&gt;
|  112-141 &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:Assassin]]&lt;/div&gt;</summary>
		<author><name>Thumperward</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Assassin_Traps&amp;diff=11377</id>
		<title>Assassin Traps</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Assassin_Traps&amp;diff=11377"/>
				<updated>2009-03-04T10:17:04Z</updated>
		
		<summary type="html">&lt;p&gt;Thumperward: /* Shock Web */ tidy&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Assassin Skills}}To supplement her array of tools and abilities, the Assassin has access to an ingenious group of devices. These mechanisms, engineered by Viz-Jaq'taari sages, have been perfected over many years of use. They range from simple thrown missiles and bombs to more complex proximity-triggered sentries.&lt;br /&gt;
&lt;br /&gt;
There is a limit of 5 Traps.&lt;br /&gt;
&lt;br /&gt;
Traps are very effective in Normal and later on into Nightmare. Traps become less effective in Hell. due to Monster resistances and Life. Traps can be used at higher difficulty levels for additional help and the Death Sentry's Corpse Explosion ability remains powerful on any level since it scales up with the monster's hit points.&lt;br /&gt;
&lt;br /&gt;
Certain items will allow a player to lower an enemy's resistances and/or heighten elemental damage. These items will not function with most traps as some traps are minions of the character and the damage is not generated directly from the character in question. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Fire Blast==&lt;br /&gt;
'''Required Level:''' 1&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': None&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' &lt;br /&gt;
* Shock Web: +9% Fire Damage Per Level&lt;br /&gt;
* Charged Bolt Sentry: +9% Fire Damage Per Level&lt;br /&gt;
* Wake of Fire: +9% Fire Damage Per Level&lt;br /&gt;
* Lightning Sentry: +9% Fire Damage Per Level&lt;br /&gt;
* Wake of Inferno: +9% Fire Damage Per Level&lt;br /&gt;
* Death Sentry: +9% Fire Damage Per Level&lt;br /&gt;
'''Details:''' This skill gives an Assassin the ability to manufacture and throw a small incendiary device. This ordinance explodes on impact, damaging any foe within its small blast radius.&lt;br /&gt;
{|&lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost&lt;br /&gt;
| 3&lt;br /&gt;
| 3.1&lt;br /&gt;
| 3.2&lt;br /&gt;
| 3.3&lt;br /&gt;
| 3.5&lt;br /&gt;
| 3.6&lt;br /&gt;
| 3.7&lt;br /&gt;
| 3.8&lt;br /&gt;
| 4&lt;br /&gt;
| 4.1&lt;br /&gt;
| 4.2&lt;br /&gt;
| 4.3&lt;br /&gt;
| 4.5&lt;br /&gt;
| 4.6&lt;br /&gt;
| 4.7&lt;br /&gt;
| 4.8&lt;br /&gt;
| 5&lt;br /&gt;
| 5.1&lt;br /&gt;
| 5.2&lt;br /&gt;
| 5.3&lt;br /&gt;
|-&lt;br /&gt;
| Fire Damage&lt;br /&gt;
| 3-4&lt;br /&gt;
| 4-6&lt;br /&gt;
| 6-9&lt;br /&gt;
| 7-11&lt;br /&gt;
| 9-14&lt;br /&gt;
| 10-16&lt;br /&gt;
| 12-19&lt;br /&gt;
| 13-21&lt;br /&gt;
| 17-27&lt;br /&gt;
| 21-32&lt;br /&gt;
| 25-38&lt;br /&gt;
| 29-43&lt;br /&gt;
| 33-49&lt;br /&gt;
| 37-54&lt;br /&gt;
| 41-60&lt;br /&gt;
| 45-65&lt;br /&gt;
| 55-77&lt;br /&gt;
| 65-89&lt;br /&gt;
| 75-101&lt;br /&gt;
| 85-113&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Shock Web==&lt;br /&gt;
'''Required Level:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Synergies:''' &lt;br /&gt;
* Fire Blast: +1 Missile Per 3 Levels&lt;br /&gt;
* Charged Bolt Sentry: +11% Lightning Damage Per Level&lt;br /&gt;
* Lightning Sentry: +11% Lightning Damage Per Level&lt;br /&gt;
* Death Sentry: +11% Lightning Damage Per Level&lt;br /&gt;
'''Details:''' These traps comprise a collection of small conductive components that arc electricity between one another, damaging any opponents who tread upon them.&lt;br /&gt;
{|&lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
! Mana cost&lt;br /&gt;
| colspan=20 | 6&lt;br /&gt;
|-&lt;br /&gt;
! Spikes&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 6&lt;br /&gt;
| 7&lt;br /&gt;
| 7&lt;br /&gt;
| 7&lt;br /&gt;
| 7&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 8&lt;br /&gt;
| 9&lt;br /&gt;
| 9&lt;br /&gt;
| 9&lt;br /&gt;
| 9&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 10&lt;br /&gt;
| 11&lt;br /&gt;
|-&lt;br /&gt;
! Lightning damage&lt;br /&gt;
| 1-10&lt;br /&gt;
| 1-13&lt;br /&gt;
| 1-16&lt;br /&gt;
| 1-19&lt;br /&gt;
| 1-22&lt;br /&gt;
| 1-25&lt;br /&gt;
| 1-28&lt;br /&gt;
| 1-31&lt;br /&gt;
| 1-37&lt;br /&gt;
| 1-43&lt;br /&gt;
| 1-49&lt;br /&gt;
| 1-55&lt;br /&gt;
| 1-61&lt;br /&gt;
| 1-67&lt;br /&gt;
| 1-73&lt;br /&gt;
| 1-79&lt;br /&gt;
| 1-89&lt;br /&gt;
| 1-99&lt;br /&gt;
| 1-109&lt;br /&gt;
| 1-119&lt;br /&gt;
|-&lt;br /&gt;
! Duration&lt;br /&gt;
| colspan=20 | 3.6 seconds&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Blade Sentinel==&lt;br /&gt;
'''Casting Delay]''': 2 Seconds&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Required Level:''' 6&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': None&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Details:''' This skill allows the Assassin to throw a razor-sharp device that flies back and forth between the Assassin and its target, slicing any hostile creatures in its path.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost: 7&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Duration X Seconds&lt;br /&gt;
| 4&lt;br /&gt;
| 4.4&lt;br /&gt;
| 4.9&lt;br /&gt;
| 5.4&lt;br /&gt;
| 5.9&lt;br /&gt;
| 6.4&lt;br /&gt;
| 6.8&lt;br /&gt;
| 7.3&lt;br /&gt;
| 7.8&lt;br /&gt;
| 8.3&lt;br /&gt;
| 8.8&lt;br /&gt;
| 9.2&lt;br /&gt;
| 9.7&lt;br /&gt;
| 10.2&lt;br /&gt;
| 10.7&lt;br /&gt;
| 11.2&lt;br /&gt;
| 11.6&lt;br /&gt;
| 12.1&lt;br /&gt;
| 12.6&lt;br /&gt;
| 13.1&lt;br /&gt;
|-&lt;br /&gt;
| Damage&lt;br /&gt;
| 6-10&lt;br /&gt;
| 9-13&lt;br /&gt;
| 12-16&lt;br /&gt;
| 15-19&lt;br /&gt;
| 18-22&lt;br /&gt;
| 21-25&lt;br /&gt;
| 24-28&lt;br /&gt;
| 27-31&lt;br /&gt;
| 31-35&lt;br /&gt;
| 35-39&lt;br /&gt;
| 39-43&lt;br /&gt;
| 43-47&lt;br /&gt;
| 47-51&lt;br /&gt;
| 51-55&lt;br /&gt;
| 55-59&lt;br /&gt;
| 59-63&lt;br /&gt;
| 64-68&lt;br /&gt;
| 69-73&lt;br /&gt;
| 74-78&lt;br /&gt;
| 79-83&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Charged Bolt Sentry==&lt;br /&gt;
'''Required Level:''' 12&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast, Shock Web&amp;lt;br/&amp;gt;&lt;br /&gt;
'''Synergies:''' &lt;br /&gt;
* Shock Web: +1 Bolt Per 3 Levels&lt;br /&gt;
* Lightning Sentry: +1 Shot Per 4 Levels&lt;br /&gt;
* Fire Blast: +6% Lightning Damage Per Level&lt;br /&gt;
* Lightning Sentry: +6% Lightning Damage Per Level&lt;br /&gt;
* Death Sentry: +6% Lightning Damage Per Level&lt;br /&gt;
'''Details:''' This small device, once cast upon the ground, emits charges of electricity that shock any adversary who strays too close.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost: 13&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Damage&lt;br /&gt;
| 1-7&lt;br /&gt;
| 1-10&lt;br /&gt;
| 1-13&lt;br /&gt;
| 1-16&lt;br /&gt;
| 1-20&lt;br /&gt;
| 1-23&lt;br /&gt;
| 1-26&lt;br /&gt;
| 1-29&lt;br /&gt;
| 1-33&lt;br /&gt;
| 1-38&lt;br /&gt;
| 1-42&lt;br /&gt;
| 1-46&lt;br /&gt;
| 1-50&lt;br /&gt;
| 1-55&lt;br /&gt;
| 1-59&lt;br /&gt;
| 1-63&lt;br /&gt;
| 1-69&lt;br /&gt;
| 1-76&lt;br /&gt;
| 1-82&lt;br /&gt;
| 1-89&lt;br /&gt;
|-&lt;br /&gt;
| Releases 5 Charged Bolts&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Shoots: 5 times&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wake Of Fire==&lt;br /&gt;
'''Required Level:''' 12&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:'' &lt;br /&gt;
* Fire Blast: +8% Fire Damage Per Level&lt;br /&gt;
* Wake of Inferno: +8% Fire Damage Per Level&lt;br /&gt;
'''Details:''' Once erected, this trap releases waves of flame that incinerate any opponents within its path.&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost: 13&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Fire Damage&lt;br /&gt;
| 5-10&lt;br /&gt;
| 7-12&lt;br /&gt;
| 9-15&lt;br /&gt;
| 11-17&lt;br /&gt;
| 14-19&lt;br /&gt;
| 16-21&lt;br /&gt;
| 18-23&lt;br /&gt;
| 20-25&lt;br /&gt;
| 23-29&lt;br /&gt;
| 27-32&lt;br /&gt;
| 30-35&lt;br /&gt;
| 33-38&lt;br /&gt;
| 36-42&lt;br /&gt;
| 39-45&lt;br /&gt;
| 43-48&lt;br /&gt;
| 46-51&lt;br /&gt;
| 51-58&lt;br /&gt;
| 57-64&lt;br /&gt;
| 62-71&lt;br /&gt;
| 68-77&lt;br /&gt;
|-&lt;br /&gt;
| Shoots 5 Times&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blade Fury==&lt;br /&gt;
'''Required Level:''' 18&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast, Blade Sentinel, Wake of Fire&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Details:''' Using this skill, the Assassin throws several small blades, shredding her enemies with a barrage of metal.&lt;br /&gt;
* Blade Fury doesn't use up durability of weapons, and can be used with an ethereal weapon.&lt;br /&gt;
* Blade Fury will attack constantly with 6 frames per second. It does not work with Burst of Speed or any other increased (or decreased) attack speed.&lt;br /&gt;
* Blade Fury accuracy is based on the Assassin's attack rating. Your chances of hitting a monster with a normal attack determine your chance with Blade Fury.&lt;br /&gt;
* Blade Fury does not work with pierce or exploding arrow effects.&lt;br /&gt;
* Blade Fury works with effects on striking, but not on attack. Therefore, Curses and other effects can be triggered very fast.&lt;br /&gt;
* Additional skillpoints only yield negligible damage increase which is not further modified. The 3/4 of your weapon, however, benefit from all damage enchancers, e.g. the Claw Mastery (if the weapon is a claw).&lt;br /&gt;
{| &lt;br /&gt;
! Level&lt;br /&gt;
! 1&lt;br /&gt;
! 2&lt;br /&gt;
! 3&lt;br /&gt;
! 4&lt;br /&gt;
! 5&lt;br /&gt;
! 6&lt;br /&gt;
! 7&lt;br /&gt;
! 8&lt;br /&gt;
! 9&lt;br /&gt;
! 10&lt;br /&gt;
! 11&lt;br /&gt;
! 12&lt;br /&gt;
! 13&lt;br /&gt;
! 14&lt;br /&gt;
! 15&lt;br /&gt;
! 16&lt;br /&gt;
! 17&lt;br /&gt;
! 18&lt;br /&gt;
! 19&lt;br /&gt;
! 20&lt;br /&gt;
|-&lt;br /&gt;
| Minimum Mana Required To Cast: 3&lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost Per Blade&lt;br /&gt;
| 1&lt;br /&gt;
| 1.1&lt;br /&gt;
| 1.2&lt;br /&gt;
| 1.3&lt;br /&gt;
| 1.5&lt;br /&gt;
| 1.6&lt;br /&gt;
| 1.7&lt;br /&gt;
| 1.8&lt;br /&gt;
| 2&lt;br /&gt;
| 2.1&lt;br /&gt;
| 2.2&lt;br /&gt;
| 2.3&lt;br /&gt;
| 2.5&lt;br /&gt;
| 2.6&lt;br /&gt;
| 2.7&lt;br /&gt;
| 2.8&lt;br /&gt;
| 3&lt;br /&gt;
| 3.1&lt;br /&gt;
| 3.2&lt;br /&gt;
| 3.3&lt;br /&gt;
|-&lt;br /&gt;
|  Damage Per Blade &lt;br /&gt;
|  8-10 &lt;br /&gt;
|  11-13 &lt;br /&gt;
|  14-16 &lt;br /&gt;
|  17-19 &lt;br /&gt;
|  20-22 &lt;br /&gt;
|  23-25 &lt;br /&gt;
|  26-28 &lt;br /&gt;
|  29-31 &lt;br /&gt;
|  34-36 &lt;br /&gt;
|  39-41 &lt;br /&gt;
|  44-46 &lt;br /&gt;
|  49-51 &lt;br /&gt;
|  54-56 &lt;br /&gt;
|  59-61 &lt;br /&gt;
|  64-66 &lt;br /&gt;
|  69-71 &lt;br /&gt;
|  77-79 &lt;br /&gt;
|  85-87 &lt;br /&gt;
|  93-95 &lt;br /&gt;
|  101-103 &lt;br /&gt;
|-&lt;br /&gt;
| +3/4 Weapon Damage &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Lightning Sentry==&lt;br /&gt;
'''Required Level:''' 24&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast, Shock Web, Charged Bolt Sentry&amp;lt;br&amp;gt;&lt;br /&gt;
'''Synergies:'''&lt;br /&gt;
* Shock Web: +12% Lightning Damage Per Level &lt;br /&gt;
* Charged Bolt Sentry: +12% Lightning Damage Per Level &lt;br /&gt;
* Death Sentry: +12% Lightning Damage Per Level &lt;br /&gt;
'''Details:''' This device discharges great bolts of electricity, frying assailants when they come near.&lt;br /&gt;
{| &lt;br /&gt;
!  Level &lt;br /&gt;
!  1 &lt;br /&gt;
!  2 &lt;br /&gt;
!  3 &lt;br /&gt;
!  4 &lt;br /&gt;
!  5 &lt;br /&gt;
!  6 &lt;br /&gt;
!  7 &lt;br /&gt;
!  8 &lt;br /&gt;
!  9 &lt;br /&gt;
!  10 &lt;br /&gt;
!  11 &lt;br /&gt;
!  12 &lt;br /&gt;
!  13 &lt;br /&gt;
!  14 &lt;br /&gt;
!  15 &lt;br /&gt;
!  16 &lt;br /&gt;
!  17 &lt;br /&gt;
!  18 &lt;br /&gt;
!  19 &lt;br /&gt;
!  20 &lt;br /&gt;
|-&lt;br /&gt;
| Mana Cost: 20 &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|  Lightning Damage &lt;br /&gt;
|  1-24 &lt;br /&gt;
|  1-37 &lt;br /&gt;
|  1-49 &lt;br /&gt;
|  1-62 &lt;br /&gt;
|  1-74 &lt;br /&gt;
|  1-86 &lt;br /&gt;
|  1-99 &lt;br /&gt;
|  1-111 &lt;br /&gt;
|  1-131 &lt;br /&gt;
|  1-151 &lt;br /&gt;
|  1-171 &lt;br /&gt;
|  1-190 &lt;br /&gt;
|  1-210 &lt;br /&gt;
|  1-230 &lt;br /&gt;
|  1-250 &lt;br /&gt;
|  1-270 &lt;br /&gt;
|  1-300 &lt;br /&gt;
|  1-329 &lt;br /&gt;
|  1-359 &lt;br /&gt;
|  1-389 &lt;br /&gt;
|-&lt;br /&gt;
|  Shoots 10 Times &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Wake Of Inferno==&lt;br /&gt;
'''Required Level:''' 24&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast, Wake Of Fire&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:'''&lt;br /&gt;
* Wake of Fire: +0.5 Yards Per Level &lt;br /&gt;
* Fire Blast: +10% Fire Damage Per Level &lt;br /&gt;
* Wake of Fire: +7% Fire Damage Per Level &lt;br /&gt;
* Death Sentry: +10% Fire Damage Per Level &lt;br /&gt;
'''Details:''' Once an Assassin throws it to the ground, this trap expels a large spout of fire at any opponent who moves within its range.&lt;br /&gt;
{| &lt;br /&gt;
!  Level &lt;br /&gt;
!  1 &lt;br /&gt;
!  2 &lt;br /&gt;
!  3 &lt;br /&gt;
!  4 &lt;br /&gt;
!  5 &lt;br /&gt;
!  6 &lt;br /&gt;
!  7 &lt;br /&gt;
!  8 &lt;br /&gt;
!  9 &lt;br /&gt;
!  10 &lt;br /&gt;
!  11 &lt;br /&gt;
!  12 &lt;br /&gt;
!  13 &lt;br /&gt;
!  14 &lt;br /&gt;
!  15 &lt;br /&gt;
!  16 &lt;br /&gt;
!  17 &lt;br /&gt;
!  18 &lt;br /&gt;
!  19 &lt;br /&gt;
!  20 &lt;br /&gt;
|-&lt;br /&gt;
|  Mana Cost: 20 &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|  Fire Damage Per Second &lt;br /&gt;
|  12-30 &lt;br /&gt;
|  22-42 &lt;br /&gt;
|  32-53 &lt;br /&gt;
|  43-65 &lt;br /&gt;
|  53-76 &lt;br /&gt;
|  63-88 &lt;br /&gt;
|  74-99 &lt;br /&gt;
|  84-111 &lt;br /&gt;
|  97-125 &lt;br /&gt;
|  110-139 &lt;br /&gt;
|  123-153 &lt;br /&gt;
|  135-167 &lt;br /&gt;
|  148-181 &lt;br /&gt;
|  161-195 &lt;br /&gt;
|  174-209 &lt;br /&gt;
|  187-223 &lt;br /&gt;
|  202-240 &lt;br /&gt;
|  218-257 &lt;br /&gt;
|  234-274 &lt;br /&gt;
|  250-291 &lt;br /&gt;
|-&lt;br /&gt;
|  Shoots 10 Times &lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Death Sentry==&lt;br /&gt;
'''Required Level:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast, Shock Web, Charged Bolt Sentry, Lightning Sentry&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:'''&lt;br /&gt;
* Fire Blast: +1 Shot Per 3 Levels &lt;br /&gt;
* Lightning Sentry: +12% Lightning Damage Per Level &lt;br /&gt;
'''Details:''' This trap emits projectiles laden with a potent chemical catalyst, detonating the exposed cadavers of slain enemies. &lt;br /&gt;
* Damage: 40-80% Of Corpse Life &lt;br /&gt;
* Shoots: 5 Times &lt;br /&gt;
{| &lt;br /&gt;
!  Level &lt;br /&gt;
!  1 &lt;br /&gt;
!  2 &lt;br /&gt;
!  3 &lt;br /&gt;
!  4 &lt;br /&gt;
!  5 &lt;br /&gt;
!  6 &lt;br /&gt;
!  7 &lt;br /&gt;
!  8 &lt;br /&gt;
!  9 &lt;br /&gt;
!  10 &lt;br /&gt;
!  11 &lt;br /&gt;
!  12 &lt;br /&gt;
!  13 &lt;br /&gt;
!  14 &lt;br /&gt;
!  15 &lt;br /&gt;
!  16 &lt;br /&gt;
!  17 &lt;br /&gt;
!  18 &lt;br /&gt;
!  19 &lt;br /&gt;
!  20 &lt;br /&gt;
|-&lt;br /&gt;
|  Mana Cost: 20 &lt;br /&gt;
| &lt;br /&gt;
|-&lt;br /&gt;
|  Lightning Damage &lt;br /&gt;
|  1-56 &lt;br /&gt;
|  1-64 &lt;br /&gt;
|  1-73 &lt;br /&gt;
|  1-82 &lt;br /&gt;
|  1-91 &lt;br /&gt;
|  1-100 &lt;br /&gt;
|  1-109 &lt;br /&gt;
|  1-118 &lt;br /&gt;
|  1-134 &lt;br /&gt;
|  1-150 &lt;br /&gt;
|  1-165 &lt;br /&gt;
|  1-181 &lt;br /&gt;
|  1-197 &lt;br /&gt;
|  1-212 &lt;br /&gt;
|  1-228 &lt;br /&gt;
|  1-244 &lt;br /&gt;
|  1-268 &lt;br /&gt;
|  1-293 &lt;br /&gt;
|  1-318 &lt;br /&gt;
|  1-342 &lt;br /&gt;
|-&lt;br /&gt;
|  Corpse Explosion Radius (yards) &lt;br /&gt;
|  3.3 &lt;br /&gt;
|  3.6 &lt;br /&gt;
|  4 &lt;br /&gt;
|  4.3 &lt;br /&gt;
|  4.6 &lt;br /&gt;
|  5 &lt;br /&gt;
|  5.3 &lt;br /&gt;
|  5.6 &lt;br /&gt;
|  6 &lt;br /&gt;
|  6.3 &lt;br /&gt;
|  6.6 &lt;br /&gt;
|  7 &lt;br /&gt;
|  7.3 &lt;br /&gt;
|  7.6 &lt;br /&gt;
|  8 &lt;br /&gt;
|  8.3 &lt;br /&gt;
|  8.6 &lt;br /&gt;
|  9 &lt;br /&gt;
|  9.3 &lt;br /&gt;
|  9.6 &lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Blade Shield==&lt;br /&gt;
'''Required Level:''' 30&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': Fire Blast, Blade Sentinel, Wake of Fire, Blade Fury&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Synergies:''' None&amp;lt;br&amp;gt;&lt;br /&gt;
'''Details''' This contrivance releases several small razors and uses magnetic forces to set them spinning about the Assassin, inflicting grievous wounds on any foe who approaches her too closely.Using Blade Shield will reduce the durability of your weapon.&lt;br /&gt;
* This will not trigger &amp;quot;On Striking&amp;quot; spells. It will however, trigger On Attack spells.&lt;br /&gt;
* Damage = +1/4 Weapon Damage &lt;br /&gt;
{| &lt;br /&gt;
!  Level &lt;br /&gt;
!  1 &lt;br /&gt;
!  2 &lt;br /&gt;
!  3 &lt;br /&gt;
!  4 &lt;br /&gt;
!  5 &lt;br /&gt;
!  6 &lt;br /&gt;
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[[category:Assassin]]&lt;/div&gt;</summary>
		<author><name>Thumperward</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Magic_Find&amp;diff=11376</id>
		<title>Magic Find</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Magic_Find&amp;diff=11376"/>
				<updated>2009-03-04T02:17:33Z</updated>
		
		<summary type="html">&lt;p&gt;Thumperward: /* Does Magic Find work on bosse's? */ aaaaaaaaaaaaaaaaaaaargh&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item navbox}}&lt;br /&gt;
&lt;br /&gt;
Among the most fun equipment to outfit your character with are items with bonuses to Magic Find. Magic Find gear makes the items that drop more likely to be higher quality, and for most players, loading up on &amp;quot;MF&amp;quot; and going item hunting is their ultimate goal in Diablo II&lt;br /&gt;
&lt;br /&gt;
=Magic Find Equipment=&lt;br /&gt;
&lt;br /&gt;
You  can get MF on most every type of item in the game.  Gloves or Boots or jewelry with +10% or 15% or 30% won't make a real noticeable difference on their own, but as you accumulate more and more items with these bonuses, you'll start to notice that you find more Rares, Uniques, Set Items, etc.&lt;br /&gt;
&lt;br /&gt;
The easiest way to add it is by socketing perfect topazes into Armor or Helm.  Getting a hold of 4 socket armor and a 3 socket helm shouldn't be too hard, and that's 168% right there.&lt;br /&gt;
&lt;br /&gt;
There is no cap on magic find, but there are diminishing returns as of v1.09, see the table below for the actual stats. You'll start to notice improvements at around 100% Magic Find, and by 200-300% it will start to get very addictive.&lt;br /&gt;
&lt;br /&gt;
Characters who can kill with their skills, especially Sorcs, are the best at going to a very high Magic Find, since they don't need equipment for their offense.  Barbarians are very good also, since they get huge hit points and resistance bonuses form their skills and stats, so need less good equipment to survive, and can dual wield Gulls or Ali Babas for a huge MF bonus from the weapon slots.&lt;br /&gt;
&lt;br /&gt;
It can be a lot of fun to load up all your best +MF stuff and do item runs on normal or Nightmare where you don't really need much good gear to survive.  Killing the bosses, Mephisto, Diablo, and Baal are the best drops and they can can all be reached pretty quickly, especially Meph.  You won't get the best stuff, Elite set or unique items on Nightmare (some of the lowest elite item types can drop from Baal or Diablo, but your odds aren't good) but there are lots of very good Exceptional items that can be found there.&lt;br /&gt;
&lt;br /&gt;
For obvious reasons, Hardcore characters have to be more careful about going all out on +MF stuff.  Usually resistances drop very low when switching to the magic find equipment, and one Lightning Enchanted boss that you would normally tear right through can be suddenly deadly if your Lightning Resistance is -22%, rather than your normal 65%.  For example.&lt;br /&gt;
&lt;br /&gt;
=Magic Find Percentages=&lt;br /&gt;
&lt;br /&gt;
Magic Find doesn't boost your odds of finding everything equally.  It did in earlier versions of D2X, but as players realized the power of the modifier and began to specialize in it, Blizzard made some changes to scale back the effectiveness of the property. It's still quite useful, even at lower amounts, but thanks to the diminishing returns of magic find it's not all that beneficial to specialize entirely in MF.&lt;br /&gt;
* A more detailed table [[Magic find diminishing returns|can be found here]].&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Magic Find&lt;br /&gt;
! Rare Find&lt;br /&gt;
! Set Find&lt;br /&gt;
! Unique Find&lt;br /&gt;
|-&lt;br /&gt;
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| 333&lt;br /&gt;
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| 187&lt;br /&gt;
|-&lt;br /&gt;
| 1000&lt;br /&gt;
| 375&lt;br /&gt;
| 333&lt;br /&gt;
| 200&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The actual % that is applied towards finding each type of item. Magical is full, Rare/Set/Uniques are less.&lt;br /&gt;
&lt;br /&gt;
How much you want to wear should be based largely on these percentages. More always helps for magical items, so if you have 1000% MF virtually every monster will drop a magical item. Want normal items or socketed items? Not so much. &lt;br /&gt;
&lt;br /&gt;
If you can get to 250-350% that's really all you need, in terms of finding Sets and Uniques at an increased rate. More after that generally doesn't make enough of a difference to be worth the equipment sacrifices, especially if you are playing Hardcore.&lt;br /&gt;
&lt;br /&gt;
In addition to this, many monsters have unequal odds to drop the various qualities of items. Act Bosses have better odds to drop Uniques than anything else does, SuperUniques drop more uniques than random bosses, and so on.&lt;br /&gt;
&lt;br /&gt;
=Magic Find FAQ=&lt;br /&gt;
&lt;br /&gt;
==What exactly does +MF do?==&lt;br /&gt;
&lt;br /&gt;
Basically, Magic Find makes more of the items that drop be magical or better (Rare/Set/Unique). If you have 100% +MF, if an item dropped normally had a 10% chance to be magical, it will now have a 20% chance. You won't get more items dropping, but the ones that do drop will be better items. More players in a game = more item drops, so you want to try and combine the +MF with a big MP game for the best results. &lt;br /&gt;
&lt;br /&gt;
For a hypothetical example, say normally out of 100 item drops, you would get 20 magic, 2 rare, 2 set, and 1 unique. With 100% +MF you'd expect 40 magic, 4 Rare, 4 Set, and 2 Uniques. It's never exactly like this, but that's about how much it should increase.&lt;br /&gt;
&lt;br /&gt;
==What are the &amp;quot;Magic Items&amp;quot; that this finds more of?==&lt;br /&gt;
&lt;br /&gt;
MF doesn't make more items drop, nor does it make Elite or Exceptional items drop more often. Magic Find merely increases the chances that an item, when dropped, will be &amp;quot;high quality&amp;quot;. Unique, Set, Rare, etc. With Magic Find, normal items will more often be magical or better, and items that are always at least magical (jewelry, charms, jewels, etc) more often be higher quality.&lt;br /&gt;
&lt;br /&gt;
==What things doesn't MF help with?==&lt;br /&gt;
&lt;br /&gt;
Magic Find helps you get more magical, set, rare, and unique items.&lt;br /&gt;
&lt;br /&gt;
Magic Find % '''does not make''':&lt;br /&gt;
&lt;br /&gt;
* More total items drop.&lt;br /&gt;
&lt;br /&gt;
* Higher level items drop.&lt;br /&gt;
&lt;br /&gt;
* More of a particular type of item (such as rings/amulets) drop.&lt;br /&gt;
&lt;br /&gt;
* More Exceptional or Elite Items drop. More of the ones that do drop will be magical or better, though.&lt;br /&gt;
&lt;br /&gt;
* More Charms drop.&lt;br /&gt;
&lt;br /&gt;
* More Jewels drop. It does make more of the Jewels that do drop be Rare, instead of magical.&lt;br /&gt;
&lt;br /&gt;
* The rarer Unique rings and amulets drop. It does increase the chances of a ring/amulet being better than magical though.&lt;br /&gt;
&lt;br /&gt;
* More or less Runes drop. MF has no effect either way.&lt;br /&gt;
&lt;br /&gt;
* MF is '''not''' factored into any item creation other than item drops. It does '''not''' get checked when NPC items are created, when you gamble, when you upgrade items in the Horadric Cube, etc.&lt;br /&gt;
&lt;br /&gt;
==What are &amp;quot;High Quality&amp;quot; items?==&lt;br /&gt;
&lt;br /&gt;
&amp;quot;High Quality&amp;quot; refers to Unique, Set, or Rare items. The sorts of things that Magic Find enables you to find more of. It does not refer to item type, since Magic Find has no effect on if a monster drops a short bow or a hydra bow.&lt;br /&gt;
&lt;br /&gt;
==Since Magic Find has diminishing returns, is 110% the best?==&lt;br /&gt;
&lt;br /&gt;
No, the more MF you have the better, always, in terms of getting higher quality items. 1000% will find more Uniques, over time, than 900%, and far far more than 300% or 200%. The balance comes in how long it takes you. If you can do an item finding run in 10 minutes with 1000% MF, and the same run in 3 minutes with 500% MF, it's probably better to go faster, since you could do the same run 3x, which would be better odds for good equipment over all.&lt;br /&gt;
&lt;br /&gt;
==What order are items checked to drop?==&lt;br /&gt;
&lt;br /&gt;
The game first determines what type of item will be dropped; Magic Find has no effect on this. Once the item is determined, your MF is checked in determining if the item is Unique, Rare, etc. The game rolls for Unique first, then Set, Rare, Magical, and normal. This is why more MF is always better, since it boosts your odds of Unique, Set, and Rare. Since SuperUniques, bosses, and Act Bosses always drop at least magical items, (and have much better odds of dropping higher quality items than normal monsters do) MF there will make a big difference.&lt;br /&gt;
&lt;br /&gt;
If the game rolls a Unique, and there is no Unique of that item type you will get a Rare item with 3x normal durability. If the game rolls a set and there is no set of that item type, you will get a magical item with 3x the normal durability.&lt;br /&gt;
&lt;br /&gt;
If you are tracking how many Uniques and Sets you get from item runs, you must note the durability of all Rare and Magical items to have an accurate total.&lt;br /&gt;
&lt;br /&gt;
* See the [[Item Generation Tutorial]] for complete information on how items are generated in Diablo II.&lt;br /&gt;
&lt;br /&gt;
==When is MF calculated?==&lt;br /&gt;
&lt;br /&gt;
The MF on the character getting the kill, at the instant the monster dies, is what's checked. This means you can fire an arrow or cast a spell, then switch to bigger MF weapon/shield, and get the MF bonus from it. For example an Assassin or Sorceress can cast traps or spells with +skills weapons, then quickly switch to a Gull/Rhyme and get the bigger MF from that when the monster actually dies. This even works with arrows, you can fire Guided Arrows with your Buriza, and switch weapons to a sword/shield before the arrow hits the target, and get the MF credit as long as you switch in time.&lt;br /&gt;
&lt;br /&gt;
==Does more MF help find more Charms and Jewels?==&lt;br /&gt;
&lt;br /&gt;
No, this is a common misconception. Magic find will help you get more rare and unique jewels, and unique charms but since charms and jewels are always at least magical, magic find does nothing to increase their overall probability. Just the quality of the ones that do drop.&lt;br /&gt;
&lt;br /&gt;
==How much Magic Find do I need?==&lt;br /&gt;
&lt;br /&gt;
There is no answer to this, but the more you have the better. Noticeably better results start around 80-100%, you'll really start to like it by 200-300%. By 500% or more virtually everything that drops is magical. Since v1.09 introduced diminishing returns, it's not especially useful to get higher than 350% or so, in terms of finding more Uniques and Sets, but the higher the better for normal play.&lt;br /&gt;
&lt;br /&gt;
The main issue to consider is your killing speed, compared with the diminishing returns (see the table up this page a bit). Going from 500% to 1000% MF only increases your Uniques MF from 253% to 295%, which is just a 42% improvement. If your killing speed drops 50% due to lesser equipment when you go from 500% to 1000%, you'd be better off doing twice as many runs at 500%, since with so many more items found your odds of something good would be much higher.&lt;br /&gt;
&lt;br /&gt;
The main reason you want really high MF is to counter the &amp;quot;what if&amp;quot; factor. If you're playing with 400% MF and could be at 700% but slower, and you find a rare Hydra Bow, or Rare Shako, you'll probably bang your head into the keyboard, thinking &amp;quot;what if&amp;quot;. Tell yourself that in the long run your 400% and faster killing will pay off, and that the item would probably have been a Rare anyway. Then bang your head a few more times. &lt;br /&gt;
&lt;br /&gt;
==What are the drawbacks of high Magic Find?==&lt;br /&gt;
&lt;br /&gt;
The most obvious is the equipment trade off. You'll lose many +skills, but the biggest changes are generally resistances and defense, and killing power if you are doing an MF weapon and aren't a Sorceress. The Hardcore character has to carefully evaluate their equipment changes, since death is a bad thing.&lt;br /&gt;
&lt;br /&gt;
You'll find very few normal items with very high magic find. So if you want items to Imbue, or socketed items, you'll want to go easy on the Magic Find.&lt;br /&gt;
&lt;br /&gt;
==Does Magic Find help with Runes?==&lt;br /&gt;
&lt;br /&gt;
No, it doesn't get more Runes to drop or higher quality ones to drop. It doesn't hurt your chances either though. Some have speculated that more +MF means more magical drops, and thus fewer Runes and Gems, but that's not the case.&lt;br /&gt;
&lt;br /&gt;
A more detailed explanation of how Runes are dropped might help:&lt;br /&gt;
&lt;br /&gt;
All items in the game are listed in &amp;quot;Treasure Classes&amp;quot; for the purposes of determining which monsters can drop them, and what the odds are of them being dropped. There are lots of these Treasure Classes, 29 each for Armor and Weapons, as well as lots of others for other items, such as potions, scrolls, runes, etc. Each Weapon and Armor &amp;quot;TC&amp;quot; has 8 or 10 item types in it, all items with similar item levels. For example, Weapons 84 (the second highest) has these items in it: Champion axe, Cryptic sword, Demon xbow, Fanged knife, Ghost spear, Great poleaxe, Legendary mallet, Shillelagh, and Vortex orb. If you kill a monster that can drop from Weapons 84, the game will check to see if it does (it usually fails, and drops to a lower TC, which is why high level Elite items are so scarce) and if so will pick one item from the TC. Once the item type is picked, the game then checks to see if the item will be normal, socketed, magical, set, etc. This is where your MF comes in.&lt;br /&gt;
&lt;br /&gt;
Runes are in different Treasure Classes than items, and so are Charms, Jewels, Gems, etc. So Magic Find doesn't have any effect on which TC is picked, just on the magical type of item that's dropped once the item to be dropped is selected. If the game picks a Rune to drop, it'll drop it, and your MF doesn't make that more or less likely, or up the chances of a higher or lower level Rune.&lt;br /&gt;
&lt;br /&gt;
==Does Magic Find work for the whole party?==&lt;br /&gt;
&lt;br /&gt;
No, the +MF is calculated just for the character who gets the final hit in. So if you are playing with a friend and one of you has 300% MF and the other has none, be sure the one with the +MF gets the final hit in, especially on Bosses.&lt;br /&gt;
&lt;br /&gt;
==Does Magic Find work with Mercs or Minions?==&lt;br /&gt;
&lt;br /&gt;
Not for things you kill, the Merc's gear has no benefit to your +MF. However for things that the Merc kills, the drop is calculated for their MF + your MF. So if you both have on 4 socket armor with perfect topazes, things you kill will have 96% +MF, but things the merc kills will calculate at +192%. Dress your Merc up with 4-topaz armor and 3-topaz helm and try to let them get the final hit, and it might be worth it.&lt;br /&gt;
&lt;br /&gt;
MF does work with minions, they don't have any MF of their own, but they use yours to calculate the drop. This has been fixed from CD2, where Necromancers had it rough, since their MF wasn't checked on kills made by their minions (including monsters killing themselves with IM on).&lt;br /&gt;
&lt;br /&gt;
==Does +MF help finding Exceptional and Elite items?==&lt;br /&gt;
&lt;br /&gt;
No, but when an Excep or Elite does drop, the odds of it being magical or better are increased by your +MF.&lt;br /&gt;
&lt;br /&gt;
==Does 100% +MF mean every item dropped is Magical?==&lt;br /&gt;
&lt;br /&gt;
No, it means you'll get twice as many magical and better items dropping as you would normally. If a monster had a 1% chance to drop a magical item, it would now have a 2% chance.&lt;br /&gt;
&lt;br /&gt;
==Does Magic Find work on bosses?==&lt;br /&gt;
&lt;br /&gt;
Oh yes. It doesn't increase the number of items they drop, and their drops are already magical or better, so the +MF increases the odds that they'll drop better than magical stuff. Rather than normally getting 5 or 6 magical items from an Act Boss, with good MF you'll expect a couple of Rares, and maybe a Set or Unique as well.&lt;br /&gt;
&lt;br /&gt;
==Does Magic Find work with Poison?==&lt;br /&gt;
&lt;br /&gt;
Yes, deaths from poison over time calculate with MF now, as do merc kills, spell kills, etc. In D2C it did not, but this was fixed in v1.08.&lt;br /&gt;
&lt;br /&gt;
==Do more players in a game help?==&lt;br /&gt;
&lt;br /&gt;
Yes, since more players in a game = more items dropping. And each item that drops is modified by your +MF. You want to try and combine the +MF with a big MP game for the best results. &lt;br /&gt;
&lt;br /&gt;
Bosses are the exception, they drop one magical or better item every time, whether there are 8 players or just you in the game. Same with SuperUniques, they always drop 2 items and 4 potions, though one or both of the items can be non-magical items, such as runes or gems. Act Bosses get a small bonus to the total number of items they drop, since their &amp;quot;no drop&amp;quot; selection is lowered by more players in the game. &lt;br /&gt;
&lt;br /&gt;
==Does Magic Find work on Chests?==&lt;br /&gt;
&lt;br /&gt;
Yes, in the Expansion and v1.08 Diablo II it works on everything, including chests, corpses to click, barrels, Evil Urns, hidden stashes, etc.&lt;br /&gt;
&lt;br /&gt;
==Does Magic Find work with the Barb's Find Item Skill?==&lt;br /&gt;
&lt;br /&gt;
Yes, it does in v1.08 D2/D2X and later. It did not in Diablo II previous to this version. This is a very good skill to use with your Barb, especially on bosses and super Uniques, which can do a full bonus drop with just one click. Just one point in Find Item is usually enough, since most Barbs have weapon switch items with +warcries on them (Echoing Swords, for example) as well as some +skills stuff, and can get Slvl 7 or 8 Find Item from that.&lt;br /&gt;
&lt;br /&gt;
Some monsters don't leave a corpse that can be worked on, including all of the Act Bosses, some Super Uniques, and monsters that die frozen, but 95% or more of dead monsters can be &amp;quot;Horked&amp;quot;, as it's called, for the sound the skill makes. You can Hork Fire Enchanted monsters as well, even though they blow up messily upon death.&lt;br /&gt;
&lt;br /&gt;
==Does Magic Find help with Gambling?==&lt;br /&gt;
&lt;br /&gt;
No, it has no effect on Gambling or the items you are offered by NPCs. (Well, more +MF you'll have more stuff to sell and thus more gold, so it helps with Gambling that way. ;)&lt;br /&gt;
&lt;br /&gt;
==I've heard 149% is better than 150%?==&lt;br /&gt;
&lt;br /&gt;
Not any more. After v1.08 the find item values are smoothed out to be much more uniform. Previously to this there was a rounding issue, and up to 149 was mostly a steady increase, but at 150% you suddenly would never find any normal items (just magical) and had a slightly lower chance to find Exceptional Rares. This persisted until 190% or more, when your chance for Exceptional Rares climbed higher than it was at 149%.&lt;br /&gt;
&lt;br /&gt;
This has now been fixed.&lt;br /&gt;
&lt;br /&gt;
==Does Magic Find work in v1.07 D2X?==&lt;br /&gt;
&lt;br /&gt;
No, it's quite screwed up there, and was during most of the beta also.  V1.08 fixes the problems. You'll need to patch to at least v1.07 when you first get the Expansion to have Magic Find work at all.&lt;br /&gt;
&lt;br /&gt;
==Can I find only Sets and Uniques and Rares if I get my MF high enough?==&lt;br /&gt;
&lt;br /&gt;
No.  Some time ago in Diablo II it was possible to get only Sets and Uniques with high enough Magic Find, but this has been fixed now.  In addition the whole item dropping system is totally redone for the Expansion, and Hell monsters can drop normal items, socketed items, low quality items, etc.  Not just superior or magic as in Diablo II pre v1.07.&lt;br /&gt;
&lt;br /&gt;
==Does MF work in single player?==&lt;br /&gt;
&lt;br /&gt;
Yes, it works just the same on and off the Realms.&lt;br /&gt;
&lt;br /&gt;
==Does MF have any effect when creating items in the Horadric Cube?==&lt;br /&gt;
&lt;br /&gt;
No, it only factors in to item drops by monsters and chests. See [[Magic_Find#What_things_doesn.27t_MF_help_with.3F|this section for more details]].&lt;br /&gt;
&lt;br /&gt;
=Item Finding Strategy=&lt;br /&gt;
&lt;br /&gt;
While it's good to have all the +MF you can any time, generally you'll be limited in how much you can use in difficult areas, especially with a Hardcore character. Equip items with an MF bonus in your weapon switch and change over to them for the last shot on a boss; only what you're wearing when the monster dies is factored into the item drop equation.&lt;br /&gt;
&lt;br /&gt;
It can also be helpful to wear high MF gear on a powerful character while doing easier areas, when you're sure you'll survive and kill quickly. You won't find the highest top end equipment that way, but it can be a great way to stock up on quality stuff for lower level characters.&lt;br /&gt;
&lt;br /&gt;
=Best Places to Item Hunt=&lt;br /&gt;
&lt;br /&gt;
Check this Magic Find Strategy Guide, it goes into much more detail on all aspects of this.&lt;br /&gt;
&lt;br /&gt;
While playing just anywhere will get you more nice drops, you want to concentrate on bosses and SuperUniques to really up your chances of Uniques/Sets/Rares. Levels with lots of random bosses are good, and places where they aren't are bad.  The very popular (since they are so easy) Act Five areas the Bloody Foothills and Halls of Valor are easy even in your +MF gear (beware the one Evil Urn in the Halls of Valor), but are terrible for item finding, since there aren't any bosses there, other than Dac and Shenk in the Bloody Foothills.&lt;br /&gt;
&lt;br /&gt;
However the best thing to do to find items is to kill Act Bosses.  Mephisto is the quickest to reach and relatively easy to kill one on one, so he's the most popular item run spot.  Andariel can be good but her drops are very inconsistent.  Duriel is slow to reach and usually drops very poorly. Diablo is hard to reach and hard to kill, but can drop better than Meph.  Baal is the second most popular boss to run, but he takes much longer than Meph and can only drop a few things Meph can't.&lt;br /&gt;
&lt;br /&gt;
Many players do the easy areas over and over again to level up, never doing any of the more difficulty areas of Act Five other than one time to finish the Quests.  Then they take their higher level character and do Meph runs to find their items.  This way of playing tends to get pretty boring over time, but it's very easy and is effective.&lt;br /&gt;
&lt;br /&gt;
=Highest Possible Magic Find=&lt;br /&gt;
&lt;br /&gt;
Mercs MF counts for things they kill, and adds to your own.  So if you have 300% and your merc has 200%, for merc kills you'll have 500% effective MF.  Your kills will just be your MF though, so there's no point in putting MF on your merc unless you let them kill things.&lt;br /&gt;
&lt;br /&gt;
'''A Merc's maximum MF is''': The Act Three Mercs can have the highest MF.  Six socketed sword (180%), shield (75%), helm (110%), and armor (147%) on an Act Three Merc for another 512% at most, and for things the Merc killed that would add to your total.  Act Three mercs can't get enough strength to equip 4-socket shields (156 Str Monarch is the lightest) without adding Str from other equipment.  So while 100% from 4 Ists in a shield is possible, they can't equip that with the other max MF stuff.&lt;br /&gt;
&lt;br /&gt;
A more realistic and easily-obtained total for a Merc is a 168%. This is just a 4topaz armor and 3topaz helm, with their normal weapon.&lt;br /&gt;
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These items are basically impossible to get a hold of, especially the quantity of Ist Runes  (#24) needed, but it's a dream list.  Don't even consider putting an Ist into Helm or Armor.  Perfect Topazes are far far more common, and only 1% less than an Ist.  If you get an Ist, save it for a Shield or weapon, or RuneWords, where there is no other way to add MF other than jewels, which add 15% at most.&lt;br /&gt;
&lt;br /&gt;
'''Helm (110%)''' - All figures with a socketed item use Ist for 25%.  Substitute a perfect topaz at 24% in all cases for actual use, you'll never have so many Ist that you use one for just 1% more MF, when Ist are so valuable to trade and are the only way to add MF to shields or weapons.  MF Jewels are much harder to find than perfect topaz, and add less, so they aren't options for headgear.&lt;br /&gt;
&lt;br /&gt;
* 110%: Magical Artisan's/Jeweler's Tiara of Luck (3 sockets + 26-35%)&lt;br /&gt;
* 100%: Magical Fortuitous Circlet of Luck (50%) + 2 sockets.&lt;br /&gt;
* 90%: [[Immortal_King|Immortal King's Will]] (20-40%, Barb only) + 2 sockets. (Item has sockets inherently.)&lt;br /&gt;
* 80%: Griswold's Valor (20-30%) + two sockets. (Item has sockets inherently.)&lt;br /&gt;
* 75%: Harlequin Crest (50%), or Tarnhelm (25-50%), or Stealskull (30-50%) + 1 socket.&lt;br /&gt;
* 75%: 3 Socketed Helm with 3 Perfect Topaz or Ist Runes.  You can use a plain helm with 3 sockets and possibly bonus skills for a Druid or Barbarian.  Another option is to find a magical one, &amp;quot;Artisan's&amp;quot; is a prefix that gives 3 sockets, but no +MF suffixes are found on normal helms. However if you can find an Artisan's with a nice suffix (of the whale?) it would be 3 sockets with a big suffix bonus. Also, the &amp;quot;Jeweler's&amp;quot; affix adds up to 4 sockets, but helms have a maximum of 3, so it leads to 3 sockets as well.&lt;br /&gt;
&lt;br /&gt;
'''Armor (148%''') - All figures with socketed armor use an Ist Rune for 25% for the maximum possible value.  Substitute a perfect topaz at 24% in all cases for actual use, you'll never have so many Ist that you use one for just 1% more MF, when Ist are so valuable to trade and are the only way to add MF to shields or weapons.  MF Jewels are much harder to find than perfect topaz, and add less, so they aren't options for armor.&lt;br /&gt;
&lt;br /&gt;
* 148%: Skullder's Ire (52-123%, 1.25% per Clvl, 42 minimum) +1 socket, at Clvl 99.  147% for Mercs, since they max at lvl 98.&lt;br /&gt;
* 113%: Tal Rasha's Guardianship (88%) +1 socket. The best bonuses of any MF armor (see also the passage about Tal's belt for further details), but extremely hard to find.&lt;br /&gt;
* 100%: Wealth Rune Word Armor (Beats 4[s] armor due to other bonuses, mainly 300% gold.)&lt;br /&gt;
* 100%-96%: Four-socketed Armor with 4 Ist Runes or perfect Topazes.  The best possible would be a Jeweler's Armor of the ________.  Four sockets, and pick a suffix, such as whale. &lt;br /&gt;
&lt;br /&gt;
'''Weapon (180% x 2)''' - Barbarians can dual wield, so count this twice in that case. Ist and jewels are the only ways to add MF to a weapon with sockets.&lt;br /&gt;
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Ist is 30% in weapons, the best possible jewel is 17%, both are very hard to find.  In most cases you'll be able to find 10% or so MF jewels, and it's generally better to just use one of these rather than wait forever hoping to find an Ist, unless you are going to trade for it, or play a lot in hell.&lt;br /&gt;
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The Blade of Ali Baba and the Gull aren't useful to kill with, unless you are using skills (like a Sorceress or Necromancer) since they don't do enough damage, other than saving them for just the last hit or two.  A Barbarian can dual wield with a big damage sword or blunt, using just their normal weapon until the boss is almost dead, then running away to quickly switch to dual wield.  Big MF weapons are nice to have for a Barb on the weapon switch also, for better luck when using Find Item.&lt;br /&gt;
&lt;br /&gt;
* 180%: Six-Socketed Weapon with 6 Ist Runes.  Crystal swords can have 6 sockets, and low reqs to equip.&lt;br /&gt;
* 159%: Blade of Ali Baba (99%, 1% MF per Clvl) item comes with two sockets.&lt;br /&gt;
* 130%: Gull (100%) + 1 Socket.&lt;br /&gt;
* 102%: Six-Socketed Weapon with 6 Emerald of Prosperity Jewels (17%) is the best possible without any Ist Runes.&lt;br /&gt;
* 90%: Langer Briser (30-60%) + 1 socket.  The best MF with a bow/xbow that doesn't require 6 Ist or MF jewels. (Best used as a weapon switch, to get the killing shot after doing most of the damage with your main bow.)&lt;br /&gt;
* 80%: The Oculus (50%) + 1 socket.  This is probably the best Sorceress Orb in the game, so kill the fastest and MF as well. &lt;br /&gt;
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'''Shield (100%)''' - As with other items, Ist Runes are the best, and give 25% MF in shields, but you'll have better luck finding MF jewels.  Rhyme is the easiest way to add MF on a shield, and the runes in it are much easier to find than an Ist.  The socketed shields are reasonable mix and match, you could put 2 perfect diamonds and 2 Ist into a 4 socket shield, for example, and get good resistance (especially with a Paladin shield that had resistance inherently), while still having 50% MF.&lt;br /&gt;
&lt;br /&gt;
* 100%: Four-Socket Shield with 4 Ist Runes. (Paladin shields all have up to four sockets, other characters will need a lot of Strength to use the Elite Kite, Tower, or Gothic shields, which can have four sockets also.)&lt;br /&gt;
* 75%: 3 Socket Shield with 3 Ist Runes.&lt;br /&gt;
* 45%: Milabrega's Orb (20%) + 1 socket.&lt;br /&gt;
* 25%: Rhyme Rune Word Shield. &lt;br /&gt;
&lt;br /&gt;
'''Belts (30%)'''&lt;br /&gt;
&lt;br /&gt;
* 30%: Goldwrap, Unique Heavy Belt.&lt;br /&gt;
* 10-15%: Tal Rasha's Fine-Spun Cloth.  Other items from the set are useful here, since when wearing any three items from the set you get a 65% MF bonus.  That on top of the 88% on the armor with one other item can beat out some other item combos, with nice bonuses too.  Since only the belt and armor have MF on them, you are wasting either helm, orb, or amulet with 0% MF to do this (though you can socket the helm). &lt;br /&gt;
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'''Boots (50%)'''&lt;br /&gt;
&lt;br /&gt;
* 50%: War Traveler (30-50%) Unique Battle Boots.&lt;br /&gt;
* 35%: Magic Boots of Luck&lt;br /&gt;
* 34%: Magic Find Rare Boots (No longer possible, only on boots created pre v1.08.) &lt;br /&gt;
&lt;br /&gt;
'''Gloves (40%)'''&lt;br /&gt;
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* 40%: Chance Guards, Unique Chain Gloves.  These are very nice for getting rich, with the MF and also 200% more gold.&lt;br /&gt;
* 34%: Rare Magic Find Gloves (No longer possible, only from pre-v1.08 gloves.)&lt;br /&gt;
* 25%: Magic/Rare Gloves &lt;br /&gt;
&lt;br /&gt;
'''Amulets (50%)'''&lt;br /&gt;
&lt;br /&gt;
* 50%: Magic Fortuitous Amulet of Luck&lt;br /&gt;
* 48%: Rare Amulet (No longer possible, only from pre v1.08.)&lt;br /&gt;
* 40%: Rare Amulet, with good other bonuses this would be the best all around.&lt;br /&gt;
* 78%: Tancred's Weird, with any other 1 item from the set (weapon, armor, helm, boots) the amulet gets a 78% MF bonus.  This isn't better than the best possible amulet with the best possible other item of those types, but two items from Tancred's Set is an option.  Consider your other equipment options carefully, but keep an eye out for this item and set. The Amulet and boots would give 78%, compared to 75% maximum possible with a v1.09 Rare amulet and Rare boots.  You can beat that with older items or unique boots, but those are hard to come by. &lt;br /&gt;
&lt;br /&gt;
'''Ring (40%)''' - Feel free to wear two of these.&lt;br /&gt;
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* 40%: Fortuitous Ring of Luck.&lt;br /&gt;
* 32%: Rare Rings (No longer possible, only from v1.08 rings.)&lt;br /&gt;
* 30%: Naglering (15-30%).&lt;br /&gt;
* 25%: Rare Rings. &lt;br /&gt;
&lt;br /&gt;
'''Charms (280%)'''&lt;br /&gt;
&lt;br /&gt;
* 40%: Gheed's Fortune (20-40%)&lt;br /&gt;
* 7%: Small Charms.  Equip up to 40 of them, but you'd be unable to pick anything up. 36 (252%) you would have room for a Cube to put things into.  35 (245%) for a cube and keys for locked chests.  30 (210%) for a Cube and space for one 3x2 item. If you are going this into +MF, probably easier to have a friend play and pick stuff up for both of you while you kill.  It's better to have a 5% mf charm with hps or resistance, etc than a 7% with no other bonus, in most cases.&lt;br /&gt;
&lt;br /&gt;
=Maximum possible Magic Find=&lt;br /&gt;
&lt;br /&gt;
As of v1.09:&lt;br /&gt;
* 180% Weapon&lt;br /&gt;
* + 180% Weapon&lt;br /&gt;
* + 148% Armor&lt;br /&gt;
* + 80% Helm&lt;br /&gt;
* + 30% Belt&lt;br /&gt;
* + 50% Boots&lt;br /&gt;
* + 40% Gloves&lt;br /&gt;
* + 40% Ring&lt;br /&gt;
* + 40% Ring&lt;br /&gt;
* + 50% Amulet&lt;br /&gt;
* + 280% Charms = 1118%. &lt;br /&gt;
&lt;br /&gt;
This is Barbarian only, due to the dual wielding weapons.  The best for any other character must substitute a 100% shield for the 180% weapon, so 80% less and a total of 1038%.  When/if Constricting Rings are ever enabled by Blizzard, you could add 60% per ring for 120% more possible MF or 1238% at most.&lt;br /&gt;
&lt;br /&gt;
In v1.11, with new uniques and charms:&lt;br /&gt;
&lt;br /&gt;
* 180% Weapon (6 Ist Runes)&lt;br /&gt;
* + 180% Weapon&lt;br /&gt;
* + 148% Armor (Skullder's with an Ist on a Clvl 99)&lt;br /&gt;
* + 110% Helm (Artificer's Tiara of Luck with 3 Ist Runes)&lt;br /&gt;
* + 30% Belt (Goldwrap)&lt;br /&gt;
* + 50% Boots (War Traveler)&lt;br /&gt;
* + 40% Gloves (Chance Guards)&lt;br /&gt;
* + 40% Ring (Magical)&lt;br /&gt;
* + 40% Ring (Magical)&lt;br /&gt;
* + 50% Amulet (Magical)&lt;br /&gt;
* + 299% Charms (37 7% MF, 1 40% Gheed's Fortune)&lt;br /&gt;
* Total = 1167% Magic Find.&lt;br /&gt;
&lt;br /&gt;
=Realistic Magic Find Gear=&lt;br /&gt;
&lt;br /&gt;
An easily-obtained, low-level MF set up. This doesn't assume any maximum possible values, these are amounts on Rares you can expect to gamble with other good mods, and doesn't require any Ist Runes, and no very hard to find Uniques or Set Items.&lt;br /&gt;
&lt;br /&gt;
* 100% Armor (Wealth) or 96% 4T Armor&lt;br /&gt;
* + 72% Helm (3T or good Tarnhelm + Topaz)&lt;br /&gt;
* + 30% Belt (Goldwrap)&lt;br /&gt;
* + 15% Ring (Rare with good mods, just one ring counted)&lt;br /&gt;
* + 15% Amulet (Rare)&lt;br /&gt;
* + 20% Boots (Rare)&lt;br /&gt;
* + 30% Gloves (Chance Guards)&lt;br /&gt;
* + 19% Charms&lt;br /&gt;
* Total = 300%&lt;br /&gt;
&lt;br /&gt;
This can be done with just 3 or 4 small Charms, or a couple and 10% Grand, etc. Note that nothing is counted from weapon or shield, since most characters have those all for damage and resistance.  Rhyme (25% MF) is a nice shield if you are using a one-handed weapon, and with this set up you can be still nearly full killing power, with good resistances and hit points, etc.  You can easily add 10% or more per item with slightly better Rares, so do your own math.  Around 300% is a nice number, due to the steep diminishing returns you get as you move up past 200%, though the increase is still good up to 500% or so. &lt;br /&gt;
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&lt;br /&gt;
[[Category:Modifiers]]&lt;br /&gt;
[[category:magic Find]]&lt;br /&gt;
[[category:calculations]]&lt;/div&gt;</summary>
		<author><name>Thumperward</name></author>	</entry>

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