<?xml version="1.0"?>
<feed xmlns="http://www.w3.org/2005/Atom" xml:lang="en">
		<id>https://diablo2.diablowiki.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Ycm</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=Ycm"/>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/Special:Contributions/Ycm"/>
		<updated>2026-04-10T21:09:05Z</updated>
		<subtitle>User contributions</subtitle>
		<generator>MediaWiki 1.29.1</generator>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Concentrate&amp;diff=27642</id>
		<title>Concentrate</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Concentrate&amp;diff=27642"/>
				<updated>2019-07-20T17:31:30Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: /* Concentrate */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==[[Concentrate]]==&lt;br /&gt;
[[Image:concentrate.jpg|left]]'''Required Level:''' 18&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Prerequisites''': [[Bash]], [[Stun]]&amp;lt;br /&amp;gt;&lt;br /&gt;
'''Details:''' Concentrate is most useful for its uninterruptible nature. Use this to be sure your hits land, even if you are chilled, swarmed by a pack, fighting a monster with a very fast attack, etc.&amp;lt;br&amp;gt;&lt;br /&gt;
'''Synergies:'''&lt;br /&gt;
* '''''Receives Bonuses From:'''''&lt;br /&gt;
** [[Bash]]: +5% Damage Per Level&lt;br /&gt;
** [[Battle Orders]]: +10% Damage Per Level&lt;br /&gt;
** [[Berserk]]: +1% Magic Damage Per Level&lt;br /&gt;
* '''''Provides Bonuses To:''''' [[Bash]], [[Stun]]&lt;br /&gt;
'''Lore:''' Sometimes a series of blows is not nearly as effective as a single, concentrated strike. A Barbarian trained in this skill learns how to focus his strength into a single blow that cuts through the guard of an enemy and slices through their armor. This technique also puts the warrior in a superior defensive position. &lt;br /&gt;
{|&lt;br /&gt;
!'''Mana Cost:'''&lt;br /&gt;
|2&lt;br /&gt;
|}&lt;br /&gt;
{{Skill Progression&lt;br /&gt;
|header=Defense +X%&lt;br /&gt;
| 100%&lt;br /&gt;
| 110%&lt;br /&gt;
| 120%&lt;br /&gt;
| 130%&lt;br /&gt;
| 140%&lt;br /&gt;
| 150%&lt;br /&gt;
| 160%&lt;br /&gt;
| 170%&lt;br /&gt;
| 180%&lt;br /&gt;
| 190%&lt;br /&gt;
| 200%&lt;br /&gt;
| 210%&lt;br /&gt;
| 220%&lt;br /&gt;
| 230%&lt;br /&gt;
| 240%&lt;br /&gt;
| 250%&lt;br /&gt;
| 260%&lt;br /&gt;
| 270%&lt;br /&gt;
| 280%&lt;br /&gt;
| 290%&lt;br /&gt;
|header2=[[AR]] +X%&lt;br /&gt;
| 60%&lt;br /&gt;
| 70%&lt;br /&gt;
| 80%&lt;br /&gt;
| 90%&lt;br /&gt;
| 100%&lt;br /&gt;
| 110%&lt;br /&gt;
| 120%&lt;br /&gt;
| 130%&lt;br /&gt;
| 140%&lt;br /&gt;
| 150%&lt;br /&gt;
| 160%&lt;br /&gt;
| 170%&lt;br /&gt;
| 180%&lt;br /&gt;
| 190%&lt;br /&gt;
| 200%&lt;br /&gt;
| 210%&lt;br /&gt;
| 220%&lt;br /&gt;
| 230%&lt;br /&gt;
| 240%&lt;br /&gt;
| 250%&lt;br /&gt;
|header3=Damage +X%&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;
| 120%&lt;br /&gt;
| 125%&lt;br /&gt;
| 130%&lt;br /&gt;
| 135%&lt;br /&gt;
| 140%&lt;br /&gt;
| 145%&lt;br /&gt;
| 150%&lt;br /&gt;
| 155%&lt;br /&gt;
| 160%&lt;br /&gt;
| 165%&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
{{Skill navbox D2|Barbarian}}&lt;br /&gt;
&lt;br /&gt;
[[Category:Combat skills (Barbarian)]]&lt;br /&gt;
[[Category:Barbarian skills]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Guide:Dentist_v1.10,_by_RickCarson&amp;diff=27639</id>
		<title>Guide:Dentist v1.10, by RickCarson</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Guide:Dentist_v1.10,_by_RickCarson&amp;diff=27639"/>
				<updated>2019-07-14T02:06:28Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: /* The Dentist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Guide_top&lt;br /&gt;
|game= Diablo II&lt;br /&gt;
|patch= 1.10&lt;br /&gt;
|pve= Yes&lt;br /&gt;
|class= Necromancer&lt;br /&gt;
|spec= Dentist (Teeth Necromancer)&lt;br /&gt;
|author= RickCarson&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Dentist==&lt;br /&gt;
&lt;br /&gt;
Dentist is the name for a Necromancer who uses the Poison and Bone spell Teeth. Through v1.09, Teeth was not a viable skill past the early stages of the game. The damage was too low and the fact that only one tooth per shot could hit the same target made it nothing more than a fun novelty crowd hitting attack. In v1.10 Teeth gained huge benefit from [[synergies]], and was thus remade. In fact, Teeth gets one of the largest synergy bonuses of any skill - a whopping 15%. On top of that, Teeth has four skills whose points can count towards it. A 'fully synergised' Teeth spell would have 80 x 15% = 1200 percent added to its damage (ie multiply base damage by 13). However like most of the bone skills if we do not put points into Bone Prison, but instead equip ourselves with the unique boots 'Marrowalk' we can get a maximum of 93 points of synergies. 93 x 15% = 1395% added damage, approximately 15 times the base damage.&lt;br /&gt;
&lt;br /&gt;
Could it be that the lowly Teeth skill is worth a second look?&lt;br /&gt;
&lt;br /&gt;
For the below data, when I say 'max synergies' I mean 20 skill points spent on Bone Spear, Bone Spirit and Bone Wall (but not Bone Prison). The numbers for damage were generated by a skill calculator.&lt;br /&gt;
&lt;br /&gt;
==High Level Teeth Damage==&lt;br /&gt;
&lt;br /&gt;
Level 37 Teeth&lt;br /&gt;
* 24 teeth&lt;br /&gt;
* Mana Cost: 21&lt;br /&gt;
&lt;br /&gt;
with Marrow + max synergies:&lt;br /&gt;
* Magic Damage: 904-1151&lt;br /&gt;
&lt;br /&gt;
with no Marrow, 20 in BP + max synergies (not using Marrowalks)&lt;br /&gt;
* Magic Damage: 786-1001&lt;br /&gt;
&lt;br /&gt;
with no Marrow, no BP + max synergies (82 Skill points)&lt;br /&gt;
* Magic Damage: 605-770&lt;br /&gt;
&lt;br /&gt;
Level 30 Teeth&lt;br /&gt;
* 24 teeth&lt;br /&gt;
* Mana Cost: 17.5&lt;br /&gt;
&lt;br /&gt;
with Marrow + max synergies:&lt;br /&gt;
* Magic Damage: 642-837&lt;br /&gt;
&lt;br /&gt;
with no Marrow, no BP + max synergies (82 Skill points)&lt;br /&gt;
* Magic Damage: 430-560&lt;br /&gt;
&lt;br /&gt;
Level 20 Teeth&lt;br /&gt;
* 21 teeth&lt;br /&gt;
* Mana Cost: 12.5&lt;br /&gt;
&lt;br /&gt;
with Level 20 Bonewall, no Marrow (42 Skill Points)&lt;br /&gt;
* Magic Damage: 92-124&lt;br /&gt;
&lt;br /&gt;
How does it hold up at lower levels? Fairly well, my level 33 Dentist was doing 74-100 points of damage in Nightmare. You do have to spam the spell, and that can be very mana intensive, but when you kill one thing, everything else on the screen drops dead at about the same time.&lt;br /&gt;
&lt;br /&gt;
==Teeth==&lt;br /&gt;
&lt;br /&gt;
So what does it do, and what are the drawbacks?&lt;br /&gt;
&lt;br /&gt;
Teeth works in a fashion very similar to the Amazon skill Multishot, or the Sorceress skill Charged Bolt. It fires off a fan shaped wave of small missiles, which fly just over the length of the screen. When a missile hits something it stops and does its damage, unless it is a monster or player that has already been damaged by that particular volley or wave of missiles.&lt;br /&gt;
&lt;br /&gt;
More points in the skill increases the number of missiles, up to a maximum of 24 (at level 23 I think). The missiles weave from side to side a bit, so that at low levels of skill you may actually miss what you were aiming for. At medium or high levels of skill there will be sufficient missiles that you are practically guaranteed to hit, and with a little practice will hit everything on the screen in the direction you are firing.&lt;br /&gt;
&lt;br /&gt;
===Aiming===&lt;br /&gt;
&lt;br /&gt;
As with [[Multishot]], you can control the shape and direction of the fan based on where the mouse pointer is relative to you. The closer the mouse is to the center of the screen, the more spread out the fan will be (up to 120 degrees (a third of the whole screen)), and the width of the fan seems to be based on increments of roughly 30 degrees. If the mouse is right at the edge of the screen the fan is quite narrow, approximately a spread of 60 degrees. The 'edge' of the fan also seems to be based on increments of 30 degrees, so even a small movement of the mouse at the boundary between these different zones can give a large change in the shape of the fan.&lt;br /&gt;
&lt;br /&gt;
As you spam your Teeth, you will typically move the mouse around a bit to find the best position to hit as many monsters as you can. You may also find yourself doing a small shuffle to get as many monsters in the optimum field of fire as you can.&lt;br /&gt;
&lt;br /&gt;
Since each monster can only be hit once from each wave, obviously the more monsters there are on the screen the more potential damage you can do. Therefore even with the setup listed above which does an average of just over 1k per tooth, you will hardly ever do the full 24k per volley.&lt;br /&gt;
&lt;br /&gt;
The damage done is of the type 'Magic'. According to the [[monsters|beastiary]], Hell there are very few creatures immune to this kind of damage. Out of the monsters which can appear in Act 1 only 2 out of more than 60 had immunity to magic. The 'most immune' type of monster is the [[Wraith]]s, where the different kinds of Wraith all have 50% resistance to Magic damage.&lt;br /&gt;
&lt;br /&gt;
All up the average resistance to Magic for Act 1 Hell is 10.11%. Most of the creatures have 0% resistance, and about half all of the subtypes of that monster all have 0% resistance, and for most of the rest only one of the subtypes has any resistance to Magic damage, but that resistance will typically be quite high (50% and up).&lt;br /&gt;
&lt;br /&gt;
'''Example:''' out of the five different tpyes of [[Zombie]], only one of them has Immunity to magic, the others all have 0% resistance.&lt;br /&gt;
&lt;br /&gt;
None of the Necromancer curses increase the damage of the Magic damage type. Apparently Lower Resist used to, but it does not work that way in 1.10.&lt;br /&gt;
&lt;br /&gt;
At higher levels Teeth can hit multiple monsters even if they are lined up in a formation which would have been ideal for Bone Spear, so long as the line is a bit crooked you should be able to get all of the monsters. Simply fire off a narrow spread and the missiles will pass through monsters which have already been hit, and hit the ones standing behind them.&lt;br /&gt;
&lt;br /&gt;
At medium to low levels I found it helpful if the monsters were spread out a bit rather than bunched up - the ideal would be to have them in a line at right angles to where I am. If you are having difficulty picturing this, simply imagine the way that in the Arcane Sanctuary the goatmen will all line up on the edge of the platform next to the platform you are on. Not coincidentally, the Arcane Sanctuary is quite a good place to level up as a Dentist. Other wide open spaces with barriers to the monsters movement which work quite well are places like the Bloody Foothills (just outside Harrogath in Act 5). And also the jungles of Act 3, where the flayers all crowd along the edges of the rivers.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
* Teeth - 20&lt;br /&gt;
* Bone Wall - 20&lt;br /&gt;
* Bone Armour - 1&lt;br /&gt;
* Corpse Explosion - 1&lt;br /&gt;
* Bone Spirit - 20&lt;br /&gt;
* Bone Spear - 20&lt;br /&gt;
* Bone Prison - 0 (leaving open possibility of using Marrowalks)&lt;br /&gt;
* Curses - 0&lt;br /&gt;
* Summons - 0&lt;br /&gt;
* Poison - 0&lt;br /&gt;
&lt;br /&gt;
Points placement: basically dump the points into Teeth till Bone Wall becomes available at level 12. Then alternate between Bone Wall and Teeth, until Teeth is maxed at about Clvl 30, then alternate between Bone Spirit and Bone Wall till Bone Wall is maxed, then finish Bone Spirit, and lastly work on Bone Spear.&lt;br /&gt;
&lt;br /&gt;
In the next part I'll look at the skills and explain why I chose to put points into the ones I did, and the reason for the order I put them in. Just because I avoid certain skills does not mean they are 'bad'.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&lt;br /&gt;
'''Strength'''&amp;lt;br&amp;gt;&lt;br /&gt;
Necromancer strength requirements in general are quite low, and I spent little or no time performing fisticuffs past Act 1, so let your end gear determine how much to put in here. I put in a fair bit early on, because I wanted to have at least 60 points by the time I hit level 27.&lt;br /&gt;
&lt;br /&gt;
'''Dexterity'''&amp;lt;br&amp;gt;&lt;br /&gt;
Due to lack of fisticuffs, and lack of interest in all things blocking, I left this quite low (40ish), just enough for my gear.&lt;br /&gt;
&lt;br /&gt;
'''Vitality'''&amp;lt;br&amp;gt;&lt;br /&gt;
I did not put everything else in here, I kept a reserve of 30 to 40 points in case I found a particularly attractive gear option.&lt;br /&gt;
&lt;br /&gt;
'''Energy'''&amp;lt;br&amp;gt;&lt;br /&gt;
Even though this is an extremely mana reliant build, I did not deliberately put any points into Energy (my finger slipped once when I was tired - it was an accident, I swear). My intention was always to solve the mana problems with my gear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
* 'Insight' Polearm (Ral + Tir + Tal + Sol) for the [[Meditation]] Aura. Note: for bonus style points, make it in a scythe.&lt;br /&gt;
This was my one 'must have' item. Everything else was just whatever I found (eg Nokozoan Relic) or whatever was lying around on mules (eg Stealth runeword).&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it does restrict my particular implementation of the Dentist to ladder only. If playing non ladder, I would tend to focus not on items to give faster mana regen, but on items to increase the size of the mana pool. (Eg saphired armour and helms, charms with bonus mana, rings of braininess etc) And I'd have dumped some points into Energy as well.&lt;br /&gt;
&lt;br /&gt;
Bone Wall is not cheap, and because I haven't used it in the past, I tend to not get it positioned correctly, so it requires several casts. Once maxed, the mana cost of Teeth at least 12.5 per cast, so killing even a single monster could take half my mana orb (of course, to kill that monster and a bunch of his buddies at the same time would still take only half the mana orb).&lt;br /&gt;
&lt;br /&gt;
With Meditation active, my mana orb refills in 12 seconds.&lt;br /&gt;
&lt;br /&gt;
===Boneshade - Lich Wand===&lt;br /&gt;
&lt;br /&gt;
* One-Hand Damage: 10 To 31 (20.5 Avg)&lt;br /&gt;
* Required Level: 79&lt;br /&gt;
* Required Strength: 25&lt;br /&gt;
* Durability: 17&lt;br /&gt;
* Base Weapon Speed: [-20]&lt;br /&gt;
* +50% Damage To Undead&lt;br /&gt;
* '''+2 To Necromancer Skill Levels (Necromancer Only)&lt;br /&gt;
* +1-2 To Bone Spirit (Necromancer Only) (varies)&lt;br /&gt;
* +2-3 To Bone Spear (Necromancer Only) (varies)&lt;br /&gt;
* +2-3 To Bone Wall (Necromancer Only) (varies)&lt;br /&gt;
* +4-5 To Bone Armor (Necromancer Only) (varies)&lt;br /&gt;
* '''+4-5 To Teeth (Necromancer Only) (varies)&lt;br /&gt;
* +25% Faster Cast Rate&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
+7 to Teeth! Oh yes! Oh my goodness!&lt;br /&gt;
&lt;br /&gt;
===Discussion of other Gear options===&lt;br /&gt;
&lt;br /&gt;
Recently on the Necromancer forum we discussed how it would be possible to get to a level of 55 in Bone Spirit. For various reasons, I chose to use 30 as the example 'mid range' damage. I used 37 just because that made the top end damage come out to an average of just over 1k per tooth, which means that its quite easy to figure out how many shots you need to kill a monster when looking at the beastiary. (About 6 shots in Act 1 Hell)&lt;br /&gt;
&lt;br /&gt;
For gear options the following is attainable with only moderate effort:&lt;br /&gt;
* A +3 Poison and Bone Circlet (gambling)&lt;br /&gt;
* A +3 Poison and Bone Amulet (money money money)&lt;br /&gt;
* A +3 Poison and Bone Wand (easy - just shop for it)&lt;br /&gt;
* A +3 Poison and Bone Fetish (somewhat difficult to find)&lt;br /&gt;
&lt;br /&gt;
Without any other pluses that already takes you beyond 30 points.&lt;br /&gt;
&lt;br /&gt;
Now, it would be easy to say 'oh, but what if you had +3 to Teeth on the Wand and the Fetish?'. That would add another +6 ... however it is my understanding that the level 1 staff mods (ie the level one skills) do not get generated on items once the iLevel goes beyond a certain point. I could be wrong, but I think you can't even get a level 30 skill and a level 1 skill on the same wand.&lt;br /&gt;
&lt;br /&gt;
Naturally, I'd love to be proved wrong, but just a warning that trying to find +3 P&amp;amp;B and +3 Teeth may be impossible.&lt;br /&gt;
&lt;br /&gt;
The good news, is that you can *make* one. Here's how you do it:&lt;br /&gt;
&lt;br /&gt;
* Shop for a 2 socket normal wand with +3 Teeth&lt;br /&gt;
* Insert runes Dol + Io to make 'White' runeword&lt;br /&gt;
&lt;br /&gt;
Pretty easy eh?&lt;br /&gt;
&lt;br /&gt;
That takes us to +15, splendor in a +3 to Teeth fetish takes us to +16. How do we get the last +1 to get to 37? Well, we could use an Armour such as Skin of the Vipermagi.&lt;br /&gt;
&lt;br /&gt;
For the quite well off, of course you would use an Enigma and 8-10 +1 P&amp;amp;B grand charms and an Annihilus and a couple of SoJs to get to level 50+ in Teeth.&lt;br /&gt;
&lt;br /&gt;
Since I recommend 'Insight', and that is a ladder only runeword, I assume however that people are not that rich.&lt;br /&gt;
&lt;br /&gt;
Now lets look at the other skills from the point of view of a Dentist.&lt;br /&gt;
&lt;br /&gt;
==Bone Skills==&lt;br /&gt;
&lt;br /&gt;
'''Bone Wall'''&amp;lt;br&amp;gt;&lt;br /&gt;
I start with this one because in theory it compliments Teeth very nicely. It helps in three different ways. (1) By providing synergy to increase Teeth's damage. (2) By providing a barrier you can make which the monster will spread out along. (3) By drawing in large mobs of monsters. The more monsters on screen, the more damage Teeth does.&lt;br /&gt;
&lt;br /&gt;
However, in practice I found that generally I wanted it to either pull monsters, or as defense. And naturally, when I wanted extra defense, it attracted extra monsters. When I wanted to pull extra monsters it would just get in the way.&lt;br /&gt;
&lt;br /&gt;
I had the most trouble with big fast monsters (eg Andariel). With these monsters its fairly hard to click near them (to put a BW between you and them) without clicking on them, and if you do that the Bone Wall is cast as though you had clicked on their feet, which is probably not very useful, or even distinctly unhelpful.&lt;br /&gt;
&lt;br /&gt;
I had this wonderful theory that I and a ranged attacking merc (either a Rogue or an Iron Wolf) could sit behind these big BWs and lob attacks at our leisure through these 'one way damage filters'. What I found though was that often when I've been moving and then I spot the monster, and stop, the merc blithely keeps going. So often I was left with the choice of trapping the merc in with the monster(s). Because of that I am seriously considering upgrading to a Nightmare Act 2 merc (Holy Freeze?) - with the additional benefit that I can give them the Polearm to lug around, freeing up my wand and fetish equipment slots.&lt;br /&gt;
&lt;br /&gt;
The downside to that will be that when I get into a situation where I throw around great masses of BWs and cover the screen with them, that he won't be contributing anything, whereas the Act 3 merc would.&lt;br /&gt;
&lt;br /&gt;
'''Bone Spear:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Bone Spear performs much the same function as Teeth does. Ie it has an attack not as damaging as Bone Spirit but which can hit multiple enemies (if lined up right). And of course they all cross synergise each other. Perhaps the real question shouldn't be Spear vs Spirit (since you'll probably get both anyway), perhaps it should be Spear vs Teeth? For this reason of the synergies I chose to max this one last.&lt;br /&gt;
&lt;br /&gt;
'''Bone Spirit'''&amp;lt;br&amp;gt;&lt;br /&gt;
From playing around with the skill calculator, I decided that when comparing Teeth to Spirit that with both of them at level 20 a single Spirit does something like 4-6 times as much damage as a single volley of Teeth. What does this mean? Well, when there is a mob of critters on the screen, or if I'm moving into an unexplored area Teeth is my attack of choice. In fact sometimes I'll scout ahead with a Bone Wall simply to create the large mob of critters which makes Teeth better than Spirit. On the other hand, against bosses like Izual or Baal, where I simply want to do the most damage to a single target in the shortest time, that is when I switch to Bone Spirit. Against a normal boss and their pack of monsters, I will kill the minions with Teeth, and then if the boss has a lot of hit points I will switch to Spirit to finish them off, or if they are low on life I'll just finish the job with Teeth.&lt;br /&gt;
&lt;br /&gt;
'''Bone Armour'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gets a nice boost from my early investment in Bone Wall.&lt;br /&gt;
&lt;br /&gt;
'''Corpse Explosion'''&amp;lt;br&amp;gt;&lt;br /&gt;
Nice spell, I should probably use it more. As noted I don't really anticipate problems with immunities, so its multiple different types of damage aren't as useful as they are on other necro builds. With all the pluses to Poison and Bone, even a single point should give a decent radius.&lt;br /&gt;
&lt;br /&gt;
==Poison Spells==&lt;br /&gt;
The Poison spells are nice, but with 80+ points already scheduled for the Bone spells, and the Poison spells themselves requiring a large investment, it is difficult to squeeze them in. With 25 points to spend and say +20 to P&amp;amp;B skills the optimum damage for PNova would be attained by putting 1 in PDagger, 10 in PExplosion, and 14 in PNova. At that point however, PNova is only doing 1876-1949 damage, which is less than two hits of Teeth. Plus you wouldn't have Lower Resist or the optimum Poison gear...&lt;br /&gt;
&lt;br /&gt;
Basically it boils down to this - you can make the Poison spells do a lot of damage, or you can make Teeth do a lot of damage, but there are not enough skill points to do both.&lt;br /&gt;
&lt;br /&gt;
If you really did want to go down the Poison path - the Venom runeword seems to me to be the best way of combining the two. In this case your Poison damage comes from putting 20 points into PDagger and then using the synergies from the runeword. You'd do about 900 poison damage a second with the PDagger, over 17 seconds, so you could hit the boss, run back, and spam Bone Spirit at them. It would also give you a way of dealing with Magic immunes.&lt;br /&gt;
&lt;br /&gt;
==Summons==&lt;br /&gt;
&lt;br /&gt;
'''Skeletons'''&amp;lt;br&amp;gt;&lt;br /&gt;
Much like the Poison spells require too many skill points to be useful.&lt;br /&gt;
&lt;br /&gt;
'''Skeleton Mages:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Like skeletons only requiring an even large skill point investment (instead of Amp you'd need Lower Resist)&lt;br /&gt;
&lt;br /&gt;
'''Revives:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Can be useful with only a small point investment. Note that most of the gear options I outlined above grant pluses specifically to Poison and Bone - not to Necromancer skills in general. So to get a decent number (6-10) would require actually spending more skill points in this skill. If you want minions, and your build has less than 30 skill points spare (as is the case with a Dentist) then Revives are definitely the way to go.&lt;br /&gt;
&lt;br /&gt;
'''Golems:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A golem is definitely handy to have, and will help keep your merc alive and the monsters distracted. What I did was to shop for gear with +clay golem, and then when I hit level 27 I completely abandoned the use of the Golem in favour of using Insight. I never regretted that decision. Bone Wall to some extent fills the same role as something between the monsters and me. And the massive increase in mana (and hence damage output) was so much better than having a golem that it was no contest.&lt;br /&gt;
&lt;br /&gt;
That said, if I swap the Polearm off to an Act 2 merc, I will happily go back to using the golem gear - to have the cake and eat it too as it were. Once I get to the point where I've spent the 82 skill points to max out Teeth + synergies I might consider adding a Golem to help the merc.&lt;br /&gt;
&lt;br /&gt;
For the following analysis, please keep in mind what I said about Revives, that I am deliberately choosing gear with pluses to P&amp;amp;B, not Necromancer skills in general. So lets compare the different Golems to see what we can get for a minimal points investment.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Points&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Clay Golem&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Iron Golem&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Fire Golem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 275&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | O&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | O&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 371&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | O&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | O&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 467&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1029&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | O&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 563&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1029&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1063&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 660&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1029&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1063&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 756&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1029&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1063&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 852&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1029&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1063&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 948&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1029&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1063&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1045&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1029&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1063&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keeping in mind that skill points are fairly tight, and pluses to summons relatively few, what this table tells us is if you wanted to spend between 3-8 skill points (plus at least one each in Golem Mastery and Summon Resist) you should go for either the Iron or Fire Golems. If you are willing to spend more than that then go for the Clay Golem.&lt;br /&gt;
&lt;br /&gt;
If your only concern is the life of the Golem, what you can do is actually put points in Blood Golem to boost the life of the Iron or Fire Golems. What this means is that you would have to commit to putting 15 points into Clay Golem just to equal the life of the Iron or Fire Golems.&lt;br /&gt;
&lt;br /&gt;
But why would you put extra points into Blood Golem instead of Golem Mastery? Keep in mind that this is about what happens when there are few or no pluses. I'll show you a table for optimum Golem hps for different amounts of points invested, and then the same thing with +5 to summoning skills to illustrate the difference that +summons makes.&lt;br /&gt;
&lt;br /&gt;
In the following tables the number in brackets following the optimum hit points is the skill allocation between the base Golem skill, the level of Mastery, and the level of Blood Golem (if any)&lt;br /&gt;
&lt;br /&gt;
Table of Optimum Golem Hit Points with no +skills:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | Points&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | Clay Golem&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | Iron Golem&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | Fire Golem&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | HPs&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Skills&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | HPs&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Skills&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | HPs&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Skills&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 676&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 / 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1421&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 2 / 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1266&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 1 / 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1364&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 / 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2401&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 7 / 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2279&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 6 / 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2299&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9 / 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3381&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 12 / 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3292&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 11 / 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3467&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12 / 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4361&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 17 / 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4305&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 16 / 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4884&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 / 11&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5047&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 20 / 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5166&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 20 / 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
So with no pluses to skills Clay Golems just don't catch up. However, once we add even a little bit of +skill, the picture changes - since those pluses count double for Clay, once for the base skill, and again for the mastery.&lt;br /&gt;
&lt;br /&gt;
Table of Optimum Golem Hit Points with +5 to skills:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | Points&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | Clay Golem&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | Iron Golem&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | Fire Golem&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | HPs&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Skills&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | HPs&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Skills&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | HPs&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Skills&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2299&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 / 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2401&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 2 / 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2279&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 1 / 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3467&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 / 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3381&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 7 / 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3292&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 6 / 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4884&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9 / 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4361&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 12 / 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4305&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 11 / 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What a difference even a small number of +skills makes. Of course for this build, which is otherwise so heavily focused on the P&amp;amp;B tree, getting +5 to all skills requires the 'super rich' gear options. Otherwise you sacrifice a significant amount of Teeth and Spirit damage.&lt;br /&gt;
&lt;br /&gt;
Depending on your gear, and what sort of merc you want, and also how many points you want to put into this as a secondary line of skills, either a Fire or Iron Golem is probably the best choice.&lt;br /&gt;
&lt;br /&gt;
On the asusmption that you don't want to put more than half a dozen skill points into this, and are just looking for something to help tank for your Act 2 merc, my recommendation is for the Fire Golem unless you are also getting some Revives, in which case go with Iron (the extra point for the FG equates to an extra Revive, which is more useful, and will help tank for your Golem).&lt;br /&gt;
&lt;br /&gt;
==Curses==&lt;br /&gt;
&lt;br /&gt;
No curse increases the damage done by Teeth (or Bone Spirit) and Bone Wall plays the part of a defensive curse. I found that most of the time in combat what I want to do is slap down a Bone Wall and start blasting away with the Teeth. In Normal Bone Wall hit points are so low that I often skipped it, and just went straight to blasting away with Teeth. Time spent cursing would mean less time Teething, so less damage.&lt;br /&gt;
&lt;br /&gt;
Even so, there might be some uses for curses in certain limited situations.&lt;br /&gt;
&lt;br /&gt;
'''Amplify Damage'''&amp;lt;br&amp;gt;&lt;br /&gt;
Great help for your merc, if using an Act 2 merc. This is perhaps the best offensive curse, but does not help defensively. Personally, I'm more interested in keeping him alive to keep the Meditation aura up than on beefing up his damage.&lt;br /&gt;
&lt;br /&gt;
'''Dim Vision'''&amp;lt;br&amp;gt;&lt;br /&gt;
See also this guide. Hell is a nasty place, and Dim Vision will make it just that bit safer for you. It will not however solve this builds problem with large fast moving bosses. Also it requires a large skill point investment to be viable in Hell. I think a 'Dark Dentist' would be one of the better options for combining curses and Teeth. Dim Vision is great for your merc as well. And it takes care of the ultra dangerous Black Soul type monsters.&lt;br /&gt;
&lt;br /&gt;
'''Weaken'''&amp;lt;br&amp;gt;&lt;br /&gt;
There are better options for the Dentist.&lt;br /&gt;
&lt;br /&gt;
'''Iron Maiden'''&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes the monsters will start beating on the bars of their cage... why not punish them for it? Iron Maiden requires a large skill point investment to be effective. In order to get the monsters to attack the Bone Walls, a technique that has been suggested is to back off, way out of their visual range, and then bring them back on screen.&lt;br /&gt;
&lt;br /&gt;
'''Terror'''&amp;lt;br&amp;gt;&lt;br /&gt;
Make the monsters run away, can help control the situation till you get your Bone Walls arranged nice and neatly. Did not really appeal to me.&lt;br /&gt;
&lt;br /&gt;
'''Confuse'''&amp;lt;br&amp;gt;&lt;br /&gt;
Bone Wall is very similar in its function in this build to Confuse. Since you already have Bone Wall, you don't need Confuse. Note that some monsters which cannot be confused (bosses, champions and minions of destruction) will still be effected by Bone Walls.&lt;br /&gt;
&lt;br /&gt;
'''Life Tap'''&amp;lt;br&amp;gt;&lt;br /&gt;
For keeping the a melee merc alive. Somewhat useful when fighting the Ancients.&lt;br /&gt;
&lt;br /&gt;
'''Attract'''&amp;lt;br&amp;gt;&lt;br /&gt;
Requires sizable skill point investment to be effective in Hell. Often suggested a s a way of 'keeping archers entertained', but you already have that in the form of Bone Wall.&lt;br /&gt;
&lt;br /&gt;
'''Decrepify'''&amp;lt;br&amp;gt;&lt;br /&gt;
For the Dentist this is the true 'one point wonder' of the curses. This is what you can use to help sort out the fast moving large bosses. Only the duration increases at higher levels. At low levels the duration is quite short, but all you really need to do is hit the monster(s) with it, slap down some Bone Walls, and then you are away laughing. Think of it as the Dentist's 'anaesthetic'. Decrepify will slow down the ultra dangerous Black Souls, but often they will start attacking from way offscreen, so Decrepify is little or no help there.&lt;br /&gt;
&lt;br /&gt;
'''Lower Resist'''&amp;lt;br&amp;gt;&lt;br /&gt;
Does not increase the damage of Teeth. You don't really have much elemental damage, so its not particularly useful. If you were able to give yourself some elemental damage (such as by using various pieces of the Trang Oul's set to get Fireball, Firewall or Meteor) you might consider using this curse.&lt;br /&gt;
&lt;br /&gt;
Note the similarity between Bone Wall and Fire Wall. You could use the Bone Wall to get the monsters to spread out in a line, and then be perfectly positioned for a Fire Wall.&lt;br /&gt;
&lt;br /&gt;
However, even with a decent level of Lower Resist, the damage from Fire Ball will have problems going over 500 or 600 per shot, or 1000 for the Fire Wall. If using Fire Ball, you would probably want to have Trang's Wings plus Moonfall on weapon switch, and then use either the gloves or belt. For Fire Wall use both the gloves and the belt and have a Lower Resist wand (to save skill points) on weapon switch.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
&lt;br /&gt;
Since the basic skills plus synergies require 82 skill points (achieved in the mid 70s), and the experience penalties start kicking in soon after it may not make much sense to talk about variants. In any case, when discussing the skills above, I've assumed that you will only be looking at them once you get to Hell difficulty, and tried to weigh them according to their usefulness in Hell.&lt;br /&gt;
&lt;br /&gt;
Realistically there is really only about another 10-15 skill points to gain before the xp penalties kick in with a vengeance.&lt;br /&gt;
&lt;br /&gt;
With that in mind, here are some good skill 'mini packages' to customise your Dentist:&lt;br /&gt;
&lt;br /&gt;
* Clay Golem + Summon Resist (3+ points)&lt;br /&gt;
* Iron Golem + Summon Resist (5+ points)&lt;br /&gt;
* Fire Golem + Summon Resist (6+ points)&lt;br /&gt;
* Revive (6 points minimum (without Mastery))&lt;br /&gt;
* Iron Golem + Revive + Summon Mastery + Skeleton Mastery (9 points, extra points to go in Revive or Golem Mastery)&lt;br /&gt;
* Decrepify (4 points)&lt;br /&gt;
* Decrepify + Lower Resist + Trangs set pieces (7 points minimum)&lt;br /&gt;
* Poison Dagger + 'Venom' Runeword + Decrepify + Lower Resist (up to 20 points in Poison Dagger, 7+ for Lower Resist)&lt;br /&gt;
* Lower Resist + Trangs set pieces (0 points if using LR from a wand)&lt;br /&gt;
* Dim Vision (up to 20 points)&lt;br /&gt;
&lt;br /&gt;
More esoteric equipment options for dealing with Magic Immunes could include Double Dream (helm + shield) for a level 30 Holy Shock, and use Lower Resist then throw stuff at them (rich people read as: Demons Arch, Warshrike or Gimmershred. Poor people read as: any old Jav will do).&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Guide:Dentist_v1.10,_by_RickCarson&amp;diff=27638</id>
		<title>Guide:Dentist v1.10, by RickCarson</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Guide:Dentist_v1.10,_by_RickCarson&amp;diff=27638"/>
				<updated>2019-07-14T02:05:46Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: /* The Dentist */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Guide_top&lt;br /&gt;
|game= Diablo II&lt;br /&gt;
|patch= 1.10&lt;br /&gt;
|pve= Yes&lt;br /&gt;
|class= Necromancer&lt;br /&gt;
|spec= Dentist (Teeth Necromancer)&lt;br /&gt;
|author= RickCarson&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
==The Dentist==&lt;br /&gt;
&lt;br /&gt;
Dentist is the name for a Necromancer who uses the Poison and Bone spell Teeth. Through v1.09, Teeth was not a viable skill past the early stages of the game. The damage was too low and the fact that only one tooth per shot could hit the same target made it nothing more than a fun novelty crowd hitting attack. In v1.10 Teeth gained huge benefit from [[synergies]], and, thus, was remade. In fact, Teeth gets one of the largest synergy bonuses of any skill - a whopping 15%. On top of that, Teeth has four skills whose points can count towards it. A 'fully synergised' Teeth spell would have 80 x 15% = 1200 percent added to its damage (ie multiply base damage by 13). However like most of the bone skills if we do not put points into Bone Prison, but instead equip ourselves with the unique boots 'Marrowalk' we can get a maximum of 93 points of synergies. 93 x 15% = 1395% added damage, approximately 15 times the base damage.&lt;br /&gt;
&lt;br /&gt;
Could it be that the lowly Teeth skill is worth a second look?&lt;br /&gt;
&lt;br /&gt;
For the below data, when I say 'max synergies' I mean 20 skill points spent on Bone Spear, Bone Spirit and Bone Wall (but not Bone Prison). The numbers for damage were generated by a skill calculator.&lt;br /&gt;
&lt;br /&gt;
==High Level Teeth Damage==&lt;br /&gt;
&lt;br /&gt;
Level 37 Teeth&lt;br /&gt;
* 24 teeth&lt;br /&gt;
* Mana Cost: 21&lt;br /&gt;
&lt;br /&gt;
with Marrow + max synergies:&lt;br /&gt;
* Magic Damage: 904-1151&lt;br /&gt;
&lt;br /&gt;
with no Marrow, 20 in BP + max synergies (not using Marrowalks)&lt;br /&gt;
* Magic Damage: 786-1001&lt;br /&gt;
&lt;br /&gt;
with no Marrow, no BP + max synergies (82 Skill points)&lt;br /&gt;
* Magic Damage: 605-770&lt;br /&gt;
&lt;br /&gt;
Level 30 Teeth&lt;br /&gt;
* 24 teeth&lt;br /&gt;
* Mana Cost: 17.5&lt;br /&gt;
&lt;br /&gt;
with Marrow + max synergies:&lt;br /&gt;
* Magic Damage: 642-837&lt;br /&gt;
&lt;br /&gt;
with no Marrow, no BP + max synergies (82 Skill points)&lt;br /&gt;
* Magic Damage: 430-560&lt;br /&gt;
&lt;br /&gt;
Level 20 Teeth&lt;br /&gt;
* 21 teeth&lt;br /&gt;
* Mana Cost: 12.5&lt;br /&gt;
&lt;br /&gt;
with Level 20 Bonewall, no Marrow (42 Skill Points)&lt;br /&gt;
* Magic Damage: 92-124&lt;br /&gt;
&lt;br /&gt;
How does it hold up at lower levels? Fairly well, my level 33 Dentist was doing 74-100 points of damage in Nightmare. You do have to spam the spell, and that can be very mana intensive, but when you kill one thing, everything else on the screen drops dead at about the same time.&lt;br /&gt;
&lt;br /&gt;
==Teeth==&lt;br /&gt;
&lt;br /&gt;
So what does it do, and what are the drawbacks?&lt;br /&gt;
&lt;br /&gt;
Teeth works in a fashion very similar to the Amazon skill Multishot, or the Sorceress skill Charged Bolt. It fires off a fan shaped wave of small missiles, which fly just over the length of the screen. When a missile hits something it stops and does its damage, unless it is a monster or player that has already been damaged by that particular volley or wave of missiles.&lt;br /&gt;
&lt;br /&gt;
More points in the skill increases the number of missiles, up to a maximum of 24 (at level 23 I think). The missiles weave from side to side a bit, so that at low levels of skill you may actually miss what you were aiming for. At medium or high levels of skill there will be sufficient missiles that you are practically guaranteed to hit, and with a little practice will hit everything on the screen in the direction you are firing.&lt;br /&gt;
&lt;br /&gt;
===Aiming===&lt;br /&gt;
&lt;br /&gt;
As with [[Multishot]], you can control the shape and direction of the fan based on where the mouse pointer is relative to you. The closer the mouse is to the center of the screen, the more spread out the fan will be (up to 120 degrees (a third of the whole screen)), and the width of the fan seems to be based on increments of roughly 30 degrees. If the mouse is right at the edge of the screen the fan is quite narrow, approximately a spread of 60 degrees. The 'edge' of the fan also seems to be based on increments of 30 degrees, so even a small movement of the mouse at the boundary between these different zones can give a large change in the shape of the fan.&lt;br /&gt;
&lt;br /&gt;
As you spam your Teeth, you will typically move the mouse around a bit to find the best position to hit as many monsters as you can. You may also find yourself doing a small shuffle to get as many monsters in the optimum field of fire as you can.&lt;br /&gt;
&lt;br /&gt;
Since each monster can only be hit once from each wave, obviously the more monsters there are on the screen the more potential damage you can do. Therefore even with the setup listed above which does an average of just over 1k per tooth, you will hardly ever do the full 24k per volley.&lt;br /&gt;
&lt;br /&gt;
The damage done is of the type 'Magic'. According to the [[monsters|beastiary]], Hell there are very few creatures immune to this kind of damage. Out of the monsters which can appear in Act 1 only 2 out of more than 60 had immunity to magic. The 'most immune' type of monster is the [[Wraith]]s, where the different kinds of Wraith all have 50% resistance to Magic damage.&lt;br /&gt;
&lt;br /&gt;
All up the average resistance to Magic for Act 1 Hell is 10.11%. Most of the creatures have 0% resistance, and about half all of the subtypes of that monster all have 0% resistance, and for most of the rest only one of the subtypes has any resistance to Magic damage, but that resistance will typically be quite high (50% and up).&lt;br /&gt;
&lt;br /&gt;
'''Example:''' out of the five different tpyes of [[Zombie]], only one of them has Immunity to magic, the others all have 0% resistance.&lt;br /&gt;
&lt;br /&gt;
None of the Necromancer curses increase the damage of the Magic damage type. Apparently Lower Resist used to, but it does not work that way in 1.10.&lt;br /&gt;
&lt;br /&gt;
At higher levels Teeth can hit multiple monsters even if they are lined up in a formation which would have been ideal for Bone Spear, so long as the line is a bit crooked you should be able to get all of the monsters. Simply fire off a narrow spread and the missiles will pass through monsters which have already been hit, and hit the ones standing behind them.&lt;br /&gt;
&lt;br /&gt;
At medium to low levels I found it helpful if the monsters were spread out a bit rather than bunched up - the ideal would be to have them in a line at right angles to where I am. If you are having difficulty picturing this, simply imagine the way that in the Arcane Sanctuary the goatmen will all line up on the edge of the platform next to the platform you are on. Not coincidentally, the Arcane Sanctuary is quite a good place to level up as a Dentist. Other wide open spaces with barriers to the monsters movement which work quite well are places like the Bloody Foothills (just outside Harrogath in Act 5). And also the jungles of Act 3, where the flayers all crowd along the edges of the rivers.&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
&lt;br /&gt;
* Teeth - 20&lt;br /&gt;
* Bone Wall - 20&lt;br /&gt;
* Bone Armour - 1&lt;br /&gt;
* Corpse Explosion - 1&lt;br /&gt;
* Bone Spirit - 20&lt;br /&gt;
* Bone Spear - 20&lt;br /&gt;
* Bone Prison - 0 (leaving open possibility of using Marrowalks)&lt;br /&gt;
* Curses - 0&lt;br /&gt;
* Summons - 0&lt;br /&gt;
* Poison - 0&lt;br /&gt;
&lt;br /&gt;
Points placement: basically dump the points into Teeth till Bone Wall becomes available at level 12. Then alternate between Bone Wall and Teeth, until Teeth is maxed at about Clvl 30, then alternate between Bone Spirit and Bone Wall till Bone Wall is maxed, then finish Bone Spirit, and lastly work on Bone Spear.&lt;br /&gt;
&lt;br /&gt;
In the next part I'll look at the skills and explain why I chose to put points into the ones I did, and the reason for the order I put them in. Just because I avoid certain skills does not mean they are 'bad'.&lt;br /&gt;
&lt;br /&gt;
==Stats==&lt;br /&gt;
&lt;br /&gt;
'''Strength'''&amp;lt;br&amp;gt;&lt;br /&gt;
Necromancer strength requirements in general are quite low, and I spent little or no time performing fisticuffs past Act 1, so let your end gear determine how much to put in here. I put in a fair bit early on, because I wanted to have at least 60 points by the time I hit level 27.&lt;br /&gt;
&lt;br /&gt;
'''Dexterity'''&amp;lt;br&amp;gt;&lt;br /&gt;
Due to lack of fisticuffs, and lack of interest in all things blocking, I left this quite low (40ish), just enough for my gear.&lt;br /&gt;
&lt;br /&gt;
'''Vitality'''&amp;lt;br&amp;gt;&lt;br /&gt;
I did not put everything else in here, I kept a reserve of 30 to 40 points in case I found a particularly attractive gear option.&lt;br /&gt;
&lt;br /&gt;
'''Energy'''&amp;lt;br&amp;gt;&lt;br /&gt;
Even though this is an extremely mana reliant build, I did not deliberately put any points into Energy (my finger slipped once when I was tired - it was an accident, I swear). My intention was always to solve the mana problems with my gear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&lt;br /&gt;
* 'Insight' Polearm (Ral + Tir + Tal + Sol) for the [[Meditation]] Aura. Note: for bonus style points, make it in a scythe.&lt;br /&gt;
This was my one 'must have' item. Everything else was just whatever I found (eg Nokozoan Relic) or whatever was lying around on mules (eg Stealth runeword).&lt;br /&gt;
&lt;br /&gt;
Unfortunately, it does restrict my particular implementation of the Dentist to ladder only. If playing non ladder, I would tend to focus not on items to give faster mana regen, but on items to increase the size of the mana pool. (Eg saphired armour and helms, charms with bonus mana, rings of braininess etc) And I'd have dumped some points into Energy as well.&lt;br /&gt;
&lt;br /&gt;
Bone Wall is not cheap, and because I haven't used it in the past, I tend to not get it positioned correctly, so it requires several casts. Once maxed, the mana cost of Teeth at least 12.5 per cast, so killing even a single monster could take half my mana orb (of course, to kill that monster and a bunch of his buddies at the same time would still take only half the mana orb).&lt;br /&gt;
&lt;br /&gt;
With Meditation active, my mana orb refills in 12 seconds.&lt;br /&gt;
&lt;br /&gt;
===Boneshade - Lich Wand===&lt;br /&gt;
&lt;br /&gt;
* One-Hand Damage: 10 To 31 (20.5 Avg)&lt;br /&gt;
* Required Level: 79&lt;br /&gt;
* Required Strength: 25&lt;br /&gt;
* Durability: 17&lt;br /&gt;
* Base Weapon Speed: [-20]&lt;br /&gt;
* +50% Damage To Undead&lt;br /&gt;
* '''+2 To Necromancer Skill Levels (Necromancer Only)&lt;br /&gt;
* +1-2 To Bone Spirit (Necromancer Only) (varies)&lt;br /&gt;
* +2-3 To Bone Spear (Necromancer Only) (varies)&lt;br /&gt;
* +2-3 To Bone Wall (Necromancer Only) (varies)&lt;br /&gt;
* +4-5 To Bone Armor (Necromancer Only) (varies)&lt;br /&gt;
* '''+4-5 To Teeth (Necromancer Only) (varies)&lt;br /&gt;
* +25% Faster Cast Rate&lt;br /&gt;
* (Only Spawns In Patch 1.10 or later)&lt;br /&gt;
&lt;br /&gt;
+7 to Teeth! Oh yes! Oh my goodness!&lt;br /&gt;
&lt;br /&gt;
===Discussion of other Gear options===&lt;br /&gt;
&lt;br /&gt;
Recently on the Necromancer forum we discussed how it would be possible to get to a level of 55 in Bone Spirit. For various reasons, I chose to use 30 as the example 'mid range' damage. I used 37 just because that made the top end damage come out to an average of just over 1k per tooth, which means that its quite easy to figure out how many shots you need to kill a monster when looking at the beastiary. (About 6 shots in Act 1 Hell)&lt;br /&gt;
&lt;br /&gt;
For gear options the following is attainable with only moderate effort:&lt;br /&gt;
* A +3 Poison and Bone Circlet (gambling)&lt;br /&gt;
* A +3 Poison and Bone Amulet (money money money)&lt;br /&gt;
* A +3 Poison and Bone Wand (easy - just shop for it)&lt;br /&gt;
* A +3 Poison and Bone Fetish (somewhat difficult to find)&lt;br /&gt;
&lt;br /&gt;
Without any other pluses that already takes you beyond 30 points.&lt;br /&gt;
&lt;br /&gt;
Now, it would be easy to say 'oh, but what if you had +3 to Teeth on the Wand and the Fetish?'. That would add another +6 ... however it is my understanding that the level 1 staff mods (ie the level one skills) do not get generated on items once the iLevel goes beyond a certain point. I could be wrong, but I think you can't even get a level 30 skill and a level 1 skill on the same wand.&lt;br /&gt;
&lt;br /&gt;
Naturally, I'd love to be proved wrong, but just a warning that trying to find +3 P&amp;amp;B and +3 Teeth may be impossible.&lt;br /&gt;
&lt;br /&gt;
The good news, is that you can *make* one. Here's how you do it:&lt;br /&gt;
&lt;br /&gt;
* Shop for a 2 socket normal wand with +3 Teeth&lt;br /&gt;
* Insert runes Dol + Io to make 'White' runeword&lt;br /&gt;
&lt;br /&gt;
Pretty easy eh?&lt;br /&gt;
&lt;br /&gt;
That takes us to +15, splendor in a +3 to Teeth fetish takes us to +16. How do we get the last +1 to get to 37? Well, we could use an Armour such as Skin of the Vipermagi.&lt;br /&gt;
&lt;br /&gt;
For the quite well off, of course you would use an Enigma and 8-10 +1 P&amp;amp;B grand charms and an Annihilus and a couple of SoJs to get to level 50+ in Teeth.&lt;br /&gt;
&lt;br /&gt;
Since I recommend 'Insight', and that is a ladder only runeword, I assume however that people are not that rich.&lt;br /&gt;
&lt;br /&gt;
Now lets look at the other skills from the point of view of a Dentist.&lt;br /&gt;
&lt;br /&gt;
==Bone Skills==&lt;br /&gt;
&lt;br /&gt;
'''Bone Wall'''&amp;lt;br&amp;gt;&lt;br /&gt;
I start with this one because in theory it compliments Teeth very nicely. It helps in three different ways. (1) By providing synergy to increase Teeth's damage. (2) By providing a barrier you can make which the monster will spread out along. (3) By drawing in large mobs of monsters. The more monsters on screen, the more damage Teeth does.&lt;br /&gt;
&lt;br /&gt;
However, in practice I found that generally I wanted it to either pull monsters, or as defense. And naturally, when I wanted extra defense, it attracted extra monsters. When I wanted to pull extra monsters it would just get in the way.&lt;br /&gt;
&lt;br /&gt;
I had the most trouble with big fast monsters (eg Andariel). With these monsters its fairly hard to click near them (to put a BW between you and them) without clicking on them, and if you do that the Bone Wall is cast as though you had clicked on their feet, which is probably not very useful, or even distinctly unhelpful.&lt;br /&gt;
&lt;br /&gt;
I had this wonderful theory that I and a ranged attacking merc (either a Rogue or an Iron Wolf) could sit behind these big BWs and lob attacks at our leisure through these 'one way damage filters'. What I found though was that often when I've been moving and then I spot the monster, and stop, the merc blithely keeps going. So often I was left with the choice of trapping the merc in with the monster(s). Because of that I am seriously considering upgrading to a Nightmare Act 2 merc (Holy Freeze?) - with the additional benefit that I can give them the Polearm to lug around, freeing up my wand and fetish equipment slots.&lt;br /&gt;
&lt;br /&gt;
The downside to that will be that when I get into a situation where I throw around great masses of BWs and cover the screen with them, that he won't be contributing anything, whereas the Act 3 merc would.&lt;br /&gt;
&lt;br /&gt;
'''Bone Spear:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Bone Spear performs much the same function as Teeth does. Ie it has an attack not as damaging as Bone Spirit but which can hit multiple enemies (if lined up right). And of course they all cross synergise each other. Perhaps the real question shouldn't be Spear vs Spirit (since you'll probably get both anyway), perhaps it should be Spear vs Teeth? For this reason of the synergies I chose to max this one last.&lt;br /&gt;
&lt;br /&gt;
'''Bone Spirit'''&amp;lt;br&amp;gt;&lt;br /&gt;
From playing around with the skill calculator, I decided that when comparing Teeth to Spirit that with both of them at level 20 a single Spirit does something like 4-6 times as much damage as a single volley of Teeth. What does this mean? Well, when there is a mob of critters on the screen, or if I'm moving into an unexplored area Teeth is my attack of choice. In fact sometimes I'll scout ahead with a Bone Wall simply to create the large mob of critters which makes Teeth better than Spirit. On the other hand, against bosses like Izual or Baal, where I simply want to do the most damage to a single target in the shortest time, that is when I switch to Bone Spirit. Against a normal boss and their pack of monsters, I will kill the minions with Teeth, and then if the boss has a lot of hit points I will switch to Spirit to finish them off, or if they are low on life I'll just finish the job with Teeth.&lt;br /&gt;
&lt;br /&gt;
'''Bone Armour'''&amp;lt;br&amp;gt;&lt;br /&gt;
Gets a nice boost from my early investment in Bone Wall.&lt;br /&gt;
&lt;br /&gt;
'''Corpse Explosion'''&amp;lt;br&amp;gt;&lt;br /&gt;
Nice spell, I should probably use it more. As noted I don't really anticipate problems with immunities, so its multiple different types of damage aren't as useful as they are on other necro builds. With all the pluses to Poison and Bone, even a single point should give a decent radius.&lt;br /&gt;
&lt;br /&gt;
==Poison Spells==&lt;br /&gt;
The Poison spells are nice, but with 80+ points already scheduled for the Bone spells, and the Poison spells themselves requiring a large investment, it is difficult to squeeze them in. With 25 points to spend and say +20 to P&amp;amp;B skills the optimum damage for PNova would be attained by putting 1 in PDagger, 10 in PExplosion, and 14 in PNova. At that point however, PNova is only doing 1876-1949 damage, which is less than two hits of Teeth. Plus you wouldn't have Lower Resist or the optimum Poison gear...&lt;br /&gt;
&lt;br /&gt;
Basically it boils down to this - you can make the Poison spells do a lot of damage, or you can make Teeth do a lot of damage, but there are not enough skill points to do both.&lt;br /&gt;
&lt;br /&gt;
If you really did want to go down the Poison path - the Venom runeword seems to me to be the best way of combining the two. In this case your Poison damage comes from putting 20 points into PDagger and then using the synergies from the runeword. You'd do about 900 poison damage a second with the PDagger, over 17 seconds, so you could hit the boss, run back, and spam Bone Spirit at them. It would also give you a way of dealing with Magic immunes.&lt;br /&gt;
&lt;br /&gt;
==Summons==&lt;br /&gt;
&lt;br /&gt;
'''Skeletons'''&amp;lt;br&amp;gt;&lt;br /&gt;
Much like the Poison spells require too many skill points to be useful.&lt;br /&gt;
&lt;br /&gt;
'''Skeleton Mages:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Like skeletons only requiring an even large skill point investment (instead of Amp you'd need Lower Resist)&lt;br /&gt;
&lt;br /&gt;
'''Revives:'''&amp;lt;br&amp;gt;&lt;br /&gt;
Can be useful with only a small point investment. Note that most of the gear options I outlined above grant pluses specifically to Poison and Bone - not to Necromancer skills in general. So to get a decent number (6-10) would require actually spending more skill points in this skill. If you want minions, and your build has less than 30 skill points spare (as is the case with a Dentist) then Revives are definitely the way to go.&lt;br /&gt;
&lt;br /&gt;
'''Golems:'''&amp;lt;br&amp;gt;&lt;br /&gt;
A golem is definitely handy to have, and will help keep your merc alive and the monsters distracted. What I did was to shop for gear with +clay golem, and then when I hit level 27 I completely abandoned the use of the Golem in favour of using Insight. I never regretted that decision. Bone Wall to some extent fills the same role as something between the monsters and me. And the massive increase in mana (and hence damage output) was so much better than having a golem that it was no contest.&lt;br /&gt;
&lt;br /&gt;
That said, if I swap the Polearm off to an Act 2 merc, I will happily go back to using the golem gear - to have the cake and eat it too as it were. Once I get to the point where I've spent the 82 skill points to max out Teeth + synergies I might consider adding a Golem to help the merc.&lt;br /&gt;
&lt;br /&gt;
For the following analysis, please keep in mind what I said about Revives, that I am deliberately choosing gear with pluses to P&amp;amp;B, not Necromancer skills in general. So lets compare the different Golems to see what we can get for a minimal points investment.&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Points&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Clay Golem&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Iron Golem&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Fire Golem&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 275&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | O&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | O&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 371&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | O&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | O&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 467&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1029&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | O&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 563&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1029&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1063&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 660&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1029&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1063&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 756&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1029&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1063&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 852&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1029&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1063&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 948&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1029&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1063&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1045&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1029&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1063&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Keeping in mind that skill points are fairly tight, and pluses to summons relatively few, what this table tells us is if you wanted to spend between 3-8 skill points (plus at least one each in Golem Mastery and Summon Resist) you should go for either the Iron or Fire Golems. If you are willing to spend more than that then go for the Clay Golem.&lt;br /&gt;
&lt;br /&gt;
If your only concern is the life of the Golem, what you can do is actually put points in Blood Golem to boost the life of the Iron or Fire Golems. What this means is that you would have to commit to putting 15 points into Clay Golem just to equal the life of the Iron or Fire Golems.&lt;br /&gt;
&lt;br /&gt;
But why would you put extra points into Blood Golem instead of Golem Mastery? Keep in mind that this is about what happens when there are few or no pluses. I'll show you a table for optimum Golem hps for different amounts of points invested, and then the same thing with +5 to summoning skills to illustrate the difference that +summons makes.&lt;br /&gt;
&lt;br /&gt;
In the following tables the number in brackets following the optimum hit points is the skill allocation between the base Golem skill, the level of Mastery, and the level of Blood Golem (if any)&lt;br /&gt;
&lt;br /&gt;
Table of Optimum Golem Hit Points with no +skills:&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | Points&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | Clay Golem&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | Iron Golem&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | Fire Golem&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | HPs&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Skills&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | HPs&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Skills&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | HPs&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Skills&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 676&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 / 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1421&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 2 / 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1266&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 1 / 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1364&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 / 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2401&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 7 / 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2279&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 6 / 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2299&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9 / 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3381&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 12 / 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3292&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 11 / 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 20&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3467&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 12 / 8&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4361&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 17 / 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4305&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 16 / 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 25&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4884&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 14 / 11&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5047&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 20 / 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5166&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 20 / 2&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
So with no pluses to skills Clay Golems just don't catch up. However, once we add even a little bit of +skill, the picture changes - since those pluses count double for Clay, once for the base skill, and again for the mastery.&lt;br /&gt;
&lt;br /&gt;
Table of Optimum Golem Hit Points with +5 to skills:&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot;&lt;br /&gt;
! rowspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | Points&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | Clay Golem&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | Iron Golem&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; align=&amp;quot;center&amp;quot; | Fire Golem&lt;br /&gt;
|-&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | HPs&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Skills&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | HPs&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Skills&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | HPs&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | Skills&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 5&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2299&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4 / 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2401&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 2 / 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 2279&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 1 / 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 10&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3467&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 7 / 3&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3381&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 7 / 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 3292&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 6 / 1&lt;br /&gt;
|-&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 15&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4884&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 9 / 6&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4361&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 12 / 1&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 4305&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | 1 / 11 / 1&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
What a difference even a small number of +skills makes. Of course for this build, which is otherwise so heavily focused on the P&amp;amp;B tree, getting +5 to all skills requires the 'super rich' gear options. Otherwise you sacrifice a significant amount of Teeth and Spirit damage.&lt;br /&gt;
&lt;br /&gt;
Depending on your gear, and what sort of merc you want, and also how many points you want to put into this as a secondary line of skills, either a Fire or Iron Golem is probably the best choice.&lt;br /&gt;
&lt;br /&gt;
On the asusmption that you don't want to put more than half a dozen skill points into this, and are just looking for something to help tank for your Act 2 merc, my recommendation is for the Fire Golem unless you are also getting some Revives, in which case go with Iron (the extra point for the FG equates to an extra Revive, which is more useful, and will help tank for your Golem).&lt;br /&gt;
&lt;br /&gt;
==Curses==&lt;br /&gt;
&lt;br /&gt;
No curse increases the damage done by Teeth (or Bone Spirit) and Bone Wall plays the part of a defensive curse. I found that most of the time in combat what I want to do is slap down a Bone Wall and start blasting away with the Teeth. In Normal Bone Wall hit points are so low that I often skipped it, and just went straight to blasting away with Teeth. Time spent cursing would mean less time Teething, so less damage.&lt;br /&gt;
&lt;br /&gt;
Even so, there might be some uses for curses in certain limited situations.&lt;br /&gt;
&lt;br /&gt;
'''Amplify Damage'''&amp;lt;br&amp;gt;&lt;br /&gt;
Great help for your merc, if using an Act 2 merc. This is perhaps the best offensive curse, but does not help defensively. Personally, I'm more interested in keeping him alive to keep the Meditation aura up than on beefing up his damage.&lt;br /&gt;
&lt;br /&gt;
'''Dim Vision'''&amp;lt;br&amp;gt;&lt;br /&gt;
See also this guide. Hell is a nasty place, and Dim Vision will make it just that bit safer for you. It will not however solve this builds problem with large fast moving bosses. Also it requires a large skill point investment to be viable in Hell. I think a 'Dark Dentist' would be one of the better options for combining curses and Teeth. Dim Vision is great for your merc as well. And it takes care of the ultra dangerous Black Soul type monsters.&lt;br /&gt;
&lt;br /&gt;
'''Weaken'''&amp;lt;br&amp;gt;&lt;br /&gt;
There are better options for the Dentist.&lt;br /&gt;
&lt;br /&gt;
'''Iron Maiden'''&amp;lt;br&amp;gt;&lt;br /&gt;
Sometimes the monsters will start beating on the bars of their cage... why not punish them for it? Iron Maiden requires a large skill point investment to be effective. In order to get the monsters to attack the Bone Walls, a technique that has been suggested is to back off, way out of their visual range, and then bring them back on screen.&lt;br /&gt;
&lt;br /&gt;
'''Terror'''&amp;lt;br&amp;gt;&lt;br /&gt;
Make the monsters run away, can help control the situation till you get your Bone Walls arranged nice and neatly. Did not really appeal to me.&lt;br /&gt;
&lt;br /&gt;
'''Confuse'''&amp;lt;br&amp;gt;&lt;br /&gt;
Bone Wall is very similar in its function in this build to Confuse. Since you already have Bone Wall, you don't need Confuse. Note that some monsters which cannot be confused (bosses, champions and minions of destruction) will still be effected by Bone Walls.&lt;br /&gt;
&lt;br /&gt;
'''Life Tap'''&amp;lt;br&amp;gt;&lt;br /&gt;
For keeping the a melee merc alive. Somewhat useful when fighting the Ancients.&lt;br /&gt;
&lt;br /&gt;
'''Attract'''&amp;lt;br&amp;gt;&lt;br /&gt;
Requires sizable skill point investment to be effective in Hell. Often suggested a s a way of 'keeping archers entertained', but you already have that in the form of Bone Wall.&lt;br /&gt;
&lt;br /&gt;
'''Decrepify'''&amp;lt;br&amp;gt;&lt;br /&gt;
For the Dentist this is the true 'one point wonder' of the curses. This is what you can use to help sort out the fast moving large bosses. Only the duration increases at higher levels. At low levels the duration is quite short, but all you really need to do is hit the monster(s) with it, slap down some Bone Walls, and then you are away laughing. Think of it as the Dentist's 'anaesthetic'. Decrepify will slow down the ultra dangerous Black Souls, but often they will start attacking from way offscreen, so Decrepify is little or no help there.&lt;br /&gt;
&lt;br /&gt;
'''Lower Resist'''&amp;lt;br&amp;gt;&lt;br /&gt;
Does not increase the damage of Teeth. You don't really have much elemental damage, so its not particularly useful. If you were able to give yourself some elemental damage (such as by using various pieces of the Trang Oul's set to get Fireball, Firewall or Meteor) you might consider using this curse.&lt;br /&gt;
&lt;br /&gt;
Note the similarity between Bone Wall and Fire Wall. You could use the Bone Wall to get the monsters to spread out in a line, and then be perfectly positioned for a Fire Wall.&lt;br /&gt;
&lt;br /&gt;
However, even with a decent level of Lower Resist, the damage from Fire Ball will have problems going over 500 or 600 per shot, or 1000 for the Fire Wall. If using Fire Ball, you would probably want to have Trang's Wings plus Moonfall on weapon switch, and then use either the gloves or belt. For Fire Wall use both the gloves and the belt and have a Lower Resist wand (to save skill points) on weapon switch.&lt;br /&gt;
&lt;br /&gt;
==Variants==&lt;br /&gt;
&lt;br /&gt;
Since the basic skills plus synergies require 82 skill points (achieved in the mid 70s), and the experience penalties start kicking in soon after it may not make much sense to talk about variants. In any case, when discussing the skills above, I've assumed that you will only be looking at them once you get to Hell difficulty, and tried to weigh them according to their usefulness in Hell.&lt;br /&gt;
&lt;br /&gt;
Realistically there is really only about another 10-15 skill points to gain before the xp penalties kick in with a vengeance.&lt;br /&gt;
&lt;br /&gt;
With that in mind, here are some good skill 'mini packages' to customise your Dentist:&lt;br /&gt;
&lt;br /&gt;
* Clay Golem + Summon Resist (3+ points)&lt;br /&gt;
* Iron Golem + Summon Resist (5+ points)&lt;br /&gt;
* Fire Golem + Summon Resist (6+ points)&lt;br /&gt;
* Revive (6 points minimum (without Mastery))&lt;br /&gt;
* Iron Golem + Revive + Summon Mastery + Skeleton Mastery (9 points, extra points to go in Revive or Golem Mastery)&lt;br /&gt;
* Decrepify (4 points)&lt;br /&gt;
* Decrepify + Lower Resist + Trangs set pieces (7 points minimum)&lt;br /&gt;
* Poison Dagger + 'Venom' Runeword + Decrepify + Lower Resist (up to 20 points in Poison Dagger, 7+ for Lower Resist)&lt;br /&gt;
* Lower Resist + Trangs set pieces (0 points if using LR from a wand)&lt;br /&gt;
* Dim Vision (up to 20 points)&lt;br /&gt;
&lt;br /&gt;
More esoteric equipment options for dealing with Magic Immunes could include Double Dream (helm + shield) for a level 30 Holy Shock, and use Lower Resist then throw stuff at them (rich people read as: Demons Arch, Warshrike or Gimmershred. Poor people read as: any old Jav will do).&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Jewel_Affixes&amp;diff=25877</id>
		<title>Jewel Affixes</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Jewel_Affixes&amp;diff=25877"/>
				<updated>2012-06-29T05:26:36Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: felt like updating the comment&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item navbox}}Jewels are are small one-space items that can be magical or rare and must be found, they are never sold by NPCs.  Jewels have no function on their own, they must be socketed, and then you gain their benefits.  Each Jewel has the same mods no matter what you socket it in, unlike Runes and Gems that change depending on what they are seated in.  This is an advantage for jewels, as it allows you to add damage or IAS from your armor, helm, or shield, and add resistance from your weapon, something gems and runes never do.  The mods found on jewels are pretty low, especially on rare ones, but some types are very useful.&lt;br /&gt;
&lt;br /&gt;
=Jewel Properties=&lt;br /&gt;
&lt;br /&gt;
'''Magical Jewels''': Can have any Prefix with any Suffix.&lt;br /&gt;
&lt;br /&gt;
'''Rare Jewels''': Can have up to three prefixes and three suffixes, but none of the &amp;quot;magic only&amp;quot; affixes can occur on Rares. (This may change to 4 total mods, 2 of each, in v1.09.)&lt;br /&gt;
&lt;br /&gt;
'''Things you won't find on Jewels''': Mana or Life leech, Faster Cast Rate, Faster Walk/Run, Character or Skill or Skill Tree bonuses, Vitality.&lt;br /&gt;
&lt;br /&gt;
* Clvl: The Character Level you must be to equip an item socketed with this Jewel, if this is the highest Clvl on the item. (A Clvl 30 Jewel in a Clvl 50 Elite item will still be Clvl 50.)&lt;br /&gt;
* Qlvl: Quality Level, this is often referred to as &amp;quot;Item Level&amp;quot; (ilvl).  The Clvl requirement of a jewel will be 3/4 the highest Qlvl mod on it, and these are listed on this page.  For a monster to drop something, the monster's Mlvl must be equal to or greater than the Qlvl in question. Full list of Monster Levels found on Darkness. &lt;br /&gt;
&lt;br /&gt;
=Weapon Jewel Affixes=&lt;br /&gt;
&lt;br /&gt;
These are bonuses from Jewels that are useful to characters seeking to do damage with their weapons (as opposed to spell casters).  They are grouped by type of effect, with prefixes and suffixes noted as such in separate tables.&lt;br /&gt;
&lt;br /&gt;
==Enhanced Damage==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Prefix&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl/Clvl&lt;br /&gt;
|-&lt;br /&gt;
| Cinnabar&lt;br /&gt;
| +5-10% Damage&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 1/1&lt;br /&gt;
|-&lt;br /&gt;
| Rusty&lt;br /&gt;
| +11-20% Damage&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 13/9&lt;br /&gt;
|-&lt;br /&gt;
| Realgar&lt;br /&gt;
| +21-30% Damage&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 45/34&lt;br /&gt;
|-&lt;br /&gt;
| Ruby&lt;br /&gt;
| +31-40% Damage&lt;br /&gt;
| Magic only&lt;br /&gt;
| 66/50&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adding enhanced damage is very good on weapons, combine one of these with Increased Attack Speed if possible. Obviously the bigger your weapon damage, the more improvement you'll gain. There are reports of these being buggy when socketed in helm/armor/shield, but they work properly in weapons. The Ohm Rune (#27) adds 50%, but its very hard to find and a 40%/IAS or 40%/+damage jewel would be better.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | '''Prefixes:  Damage: Physical'''&lt;br /&gt;
|-&lt;br /&gt;
! Prefix&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl/Clvl&lt;br /&gt;
|-&lt;br /&gt;
| Scarlet&lt;br /&gt;
| +1-4 To Minimum Damage&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 8/6&lt;br /&gt;
|-&lt;br /&gt;
| Crimson&lt;br /&gt;
| +5-8 To Minimum Damage&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 38/29&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| Carbuncle&lt;br /&gt;
| +1-5 To Maximum Damage&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 12/8&lt;br /&gt;
|-&lt;br /&gt;
| Carmine&lt;br /&gt;
| +6-9 To Maximum Damage&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 35/26&lt;br /&gt;
|-&lt;br /&gt;
| Vermillion&lt;br /&gt;
| +11-15 To Maximum Damage&lt;br /&gt;
| Magic only&lt;br /&gt;
| 58/44&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | '''Suffixes:  Damage: Physical'''&lt;br /&gt;
|-&lt;br /&gt;
| of Joyfulness&lt;br /&gt;
| +1-4 To Minimum Damage&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 5/4&lt;br /&gt;
|-&lt;br /&gt;
| of Bliss&lt;br /&gt;
| +5-10 To Minimum Damage&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 43/32&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| of Ire&lt;br /&gt;
| +2-5 To Maximum Damage&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 4/3&lt;br /&gt;
|-&lt;br /&gt;
| of Wrath&lt;br /&gt;
| +6-9 To Maximum Damage&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 11/8&lt;br /&gt;
|-&lt;br /&gt;
| of Carnage&lt;br /&gt;
| +11-15 Maximum Damage&lt;br /&gt;
| Magic only&lt;br /&gt;
| 25/19&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
The Prefixes and Suffixes can stack, adding up to Adding damage can be very useful, since it's modified by all your Stats and skills bonuses. For example, +10 damage on a bow for an Amazon with 20 Strafe and 300 Dexterity would add 50 damage total. And Jewels can add damage from helm, armor or shield, as well as weapon.&lt;br /&gt;
&lt;br /&gt;
==Damage: Elemental==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Suffixes&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl/Clvl&lt;br /&gt;
|-&lt;br /&gt;
| of Frigidity&lt;br /&gt;
| 1-5 Cold Damage&amp;lt;br /&amp;gt; 2 seconds chill/freeze time&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 16/12&lt;br /&gt;
|-&lt;br /&gt;
| of Icicle&lt;br /&gt;
| (2-3) - (6-10) Cold Damage&amp;lt;br /&amp;gt; 2 seconds chill/freeze time&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 37/28&lt;br /&gt;
|-&lt;br /&gt;
| of Glacier&lt;br /&gt;
| (4-5) - (11-15) Cold Damage&amp;lt;br /&amp;gt; 2 seconds chill/freeze time&lt;br /&gt;
| Magic only&lt;br /&gt;
| 58/44&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| of Passion&lt;br /&gt;
| (1-3) - (6-10) Fire Damage&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 15/11&lt;br /&gt;
|-&lt;br /&gt;
| of Fire&lt;br /&gt;
| (4-10) - (11-30) Fire Damage&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 36/27&lt;br /&gt;
|-&lt;br /&gt;
| of Burning&lt;br /&gt;
| (11-25) - (35-50) Fire Damage&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 57/43&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| of Ennui&lt;br /&gt;
| 1- (10-20) Lightning Damage&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 15/12&lt;br /&gt;
|-&lt;br /&gt;
| of Lightning&lt;br /&gt;
| 1- (21-60) Lightning Damage&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 36/27&lt;br /&gt;
|-&lt;br /&gt;
| of Thunder&lt;br /&gt;
| 1- (61-100) Lightning Damage&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 57/43&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| of Envy&lt;br /&gt;
| 9-28 (8.6-28.1) over two seconds&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 15/11&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Icicle ranges from 2-6 to 3-10, and everything in between.&lt;br /&gt;
&lt;br /&gt;
Passion ranges from 1-6 to 3-10, and everything in between.&lt;br /&gt;
&lt;br /&gt;
Thunder ranges from 1-61 to 1-100, and all values in between.&lt;br /&gt;
&lt;br /&gt;
You get the idea. Cold is the best, for the chilling/slowing effect on monsters, but it's also the least damage total. Cold damage items (including Charms) are very nice in quantity, as the duration for chill or freeze adds up. Poison damage in v1.08 is great, stacking up enormously. You can get better damage in shorter time with a perfect emerald, but that's only in a weapon. Adding some of these helps with Stone Skin and Physical Immune monsters, especially if you get it from non-weapons on top of your elemental weapon damage.&lt;br /&gt;
&lt;br /&gt;
==Increased Attack Speed==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Suffixes&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl/Clvl&lt;br /&gt;
|-&lt;br /&gt;
| of Fervor&lt;br /&gt;
| 15% Increased Attack Speed&lt;br /&gt;
| Magic only&lt;br /&gt;
| 39/29&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Probably the best mod to add if you are doing physical damage with your weapon. Even useful for Sorcs if they are using Lightning or Chain Lightning, since those rely on swing speed for their casting speed. The fact that this one can't be found on Rare Jewels is probably the biggest strike against them for combat characters. Fervor vs. Shael: The Shael Rune (#13), adds 20% in a weapon and is harder to find. 15% or 20% will give you the same frame rate almost all the time, &amp;quot;of Fervor&amp;quot; jewels work in things other than weapons, and you can get a nice prefix on the same jewel, so in most cases an &amp;quot;of Fervor&amp;quot; will give you a better result.&lt;br /&gt;
&lt;br /&gt;
==Attack Rating==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Prefix&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl/Clvl&lt;br /&gt;
|-&lt;br /&gt;
| Nickel&lt;br /&gt;
| +10-20 to Attack Rating&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 1/1&lt;br /&gt;
|-&lt;br /&gt;
| Tin&lt;br /&gt;
| +21-40 to Attack Rating&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 8/6&lt;br /&gt;
|-&lt;br /&gt;
| Silver&lt;br /&gt;
| +41-60 to Attack Rating&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 25/19&lt;br /&gt;
|-&lt;br /&gt;
| Argent&lt;br /&gt;
| +61-100 to Attack Rating&lt;br /&gt;
| Magic only&lt;br /&gt;
| 44/33&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Attack Rating is a good thing for combat characters, and anything you add here is modified by your other skills, such as Penetrate, Fanaticism, and Weapon Masteries, so you'll get more than the listed increase in those cases. However these aren't very big bonuses, so it's unlikely you'll want to socket anything just for these.&lt;br /&gt;
&lt;br /&gt;
==Damage and AR Vs. Demons==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Prefixes&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl/Clvl&lt;br /&gt;
|-&lt;br /&gt;
| Diamond&lt;br /&gt;
| +25-40% Enhanced Damage vs. Demons&amp;lt;br /&amp;gt; +25-50 To Attack Rating vs. Demons&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 26/20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Demons are one of the three types of monsters in the game, along with Undead and Animals (default type). These modifiers aren't much looked for, and they don't display in your Character window, but they can make a very noticeable differences. Many of the toughest monsters in the game, including the Act Bosses, are Demons, so big damage to this on a weapon switch isn't a bad idea.&lt;br /&gt;
&lt;br /&gt;
==Damage and AR Vs. Undead==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Prefixes&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl&lt;br /&gt;
|-&lt;br /&gt;
| Pearl&lt;br /&gt;
| +25-50% Damage vs. Undead&amp;lt;br /&amp;gt; +25-50 To Attack Rating vs. Undead&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 2/2&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Useful bonuses since Undead are quite common, and often can't be leeched from, so anything helps there. These bonuses do not show up in your Character window display. They stack with the inherent 50% bonus on blunt weapons.&lt;br /&gt;
&lt;br /&gt;
=Armor Jewels=&lt;br /&gt;
&lt;br /&gt;
These are bonuses from Jewels that are useful to keep you alive, such as +defense, resistance, hit points, etc. They are grouped by type of effect, with prefixes and suffixes noted as such in separate tables. Some of the bonuses in the Misc section are useful for this as well.&lt;br /&gt;
&lt;br /&gt;
==Resist All==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Prefixes&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl/Clvl&lt;br /&gt;
|-&lt;br /&gt;
| Shimmering&lt;br /&gt;
| +5-10% to all Resistances&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 16/12&lt;br /&gt;
|-&lt;br /&gt;
| Scintillating&lt;br /&gt;
| +11-15% to All Resistances&lt;br /&gt;
| Magic only&lt;br /&gt;
| 34/26&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Probably the best mods on jewels for armor/helms. Shields you can do better with a perfect diamond, and the Um Rune is 15% to all in helms and armor, but very hard to find, and you can get 15% on a jewel with another useful mod as well, or 10% on a Rare with a bunch of other good mods.&lt;br /&gt;
&lt;br /&gt;
==Prefixes:  Elemental Resistance==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | '''Resist Lightning'''&lt;br /&gt;
|-&lt;br /&gt;
! Prefixes&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl/Clvl&lt;br /&gt;
|-&lt;br /&gt;
| Camphor&lt;br /&gt;
| Resist Lightning +5-15%&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 2/2&lt;br /&gt;
|-&lt;br /&gt;
| Ambergris&lt;br /&gt;
| Resist Lightning +16-30%&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 19/15&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | '''Resist Fire'''&lt;br /&gt;
|-&lt;br /&gt;
| Garnet&lt;br /&gt;
| Resist Fire +5-15%&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 2/2&lt;br /&gt;
|-&lt;br /&gt;
| Ruby&lt;br /&gt;
| Resist Fire +16-30%&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 18/14&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | '''Resist Poison'''&lt;br /&gt;
|-&lt;br /&gt;
| Beryl&lt;br /&gt;
| Resist Poison +5-15%&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 2/2&lt;br /&gt;
|-&lt;br /&gt;
| Jade&lt;br /&gt;
| Resist Poison +16-30%&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 19/14&lt;br /&gt;
|-&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | '''Resist Cold'''&lt;br /&gt;
|-&lt;br /&gt;
| Lapis Lazuli&lt;br /&gt;
| Resist Cold +5-15%&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 2/2&lt;br /&gt;
|-&lt;br /&gt;
| Sapphire&lt;br /&gt;
| Resist Cold +16-30%&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 19/14&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Resist all beats individual resistances in most every case, but if you have a specific need, these can help, especially since they can occur on Rare jewels, while the best 11-15% resist all are magic-only. They are listed in order of importance, with Lightning definitely the most, and Fire the second most. How important Cold and Poison are depend on your character [combat characters hate to be chilled (items that halve freeze duration are good, not found on Jewels) while Sorcs can ignore it] and lowers poison duration mods (not found on Jewels) are as or more important than your Poison Resistance. There are more types of things that deal big poison damage than cold damage.&lt;br /&gt;
&lt;br /&gt;
==Faster Hit Recovery==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Suffixes&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl/Clvl&lt;br /&gt;
|-&lt;br /&gt;
| of Truth&lt;br /&gt;
| 7% Faster Hit Recovery&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 44/33&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
More of this is always better, how much you need depends on how you play. Characters that are hit often need more, especially melee characters who need to keep hitting and keep leeching life to stay alive.&lt;br /&gt;
&lt;br /&gt;
==Hit Points==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Suffixes&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl/Clvl&lt;br /&gt;
|-&lt;br /&gt;
| of Spirit&lt;br /&gt;
| +3-8 To Life&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 1/1&lt;br /&gt;
|-&lt;br /&gt;
| of Hope&lt;br /&gt;
| +9-20 To Life&lt;br /&gt;
| Magic only&lt;br /&gt;
| 45/34&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
More hit points are always a good thing, but it's pretty easy to add them with Charms, and perfect Rubies add a lot more in armor or helms than these Jewels.&lt;br /&gt;
&lt;br /&gt;
==Bonus Defense==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
! Prefix&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl/Clvl&lt;br /&gt;
|-&lt;br /&gt;
| Balanced&lt;br /&gt;
| +5-8 Defense&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 1/1&lt;br /&gt;
|-&lt;br /&gt;
| Eburin&lt;br /&gt;
| +9-20 Defense&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 16/12&lt;br /&gt;
|-&lt;br /&gt;
| Bone&lt;br /&gt;
| +21-40 Defense&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 32/24&lt;br /&gt;
|-&lt;br /&gt;
| Ivory&lt;br /&gt;
| +41-64 Defense&lt;br /&gt;
| Magic only&lt;br /&gt;
| 64/48&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Not a very useful bonus on jewels. In any high Defense item you'll be better off adding +% Defense, and most characters don't worry much about defense anyway. Possibly of use to a high Iron Skin Barb or a Defiance Pal, or in a Holy Shield Pal.&lt;br /&gt;
&lt;br /&gt;
=Misc Jewels=&lt;br /&gt;
&lt;br /&gt;
These are bonuses to miscellaneous stats, good ones and less so. Better ones are listed at the top.&lt;br /&gt;
&lt;br /&gt;
==Stat Bonuses==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Suffixes&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl/Clvl&lt;br /&gt;
|-&lt;br /&gt;
| of Virility&lt;br /&gt;
| +5-6 Strength&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 33/25&lt;br /&gt;
|-&lt;br /&gt;
| of Virility&lt;br /&gt;
| +7-9 Strength&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 50/39&lt;br /&gt;
|-&lt;br /&gt;
| of Daring&lt;br /&gt;
| +4-6 Dexterity&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 19/14&lt;br /&gt;
|-&lt;br /&gt;
| of Daring&lt;br /&gt;
| +7-9 Dexterity&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 36/27&lt;br /&gt;
|-&lt;br /&gt;
| of Knowledge&lt;br /&gt;
| +4-6 Energy&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 24/18&lt;br /&gt;
|-&lt;br /&gt;
| of Knowledge&lt;br /&gt;
| +7-9 Energy&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 41/31&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Yes, there same name applies to different values and Qlvls here. Adding to your stats is never a bad idea, both to boost your damage or Attack Rating, or to more quickly/easily meet the requirements to equip items.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | '''Prefix: Find Magical Items'''&lt;br /&gt;
|-&lt;br /&gt;
! Prefix&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl/Clvl&lt;br /&gt;
|-&lt;br /&gt;
| Emerald&lt;br /&gt;
| +3-7% Better Chance Of Getting Magic Items&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 25/19&lt;br /&gt;
|-&lt;br /&gt;
| colspan=&amp;quot;4&amp;quot; | '''Suffix: Find Magical Items'''&lt;br /&gt;
|-&lt;br /&gt;
| of Prosperity&lt;br /&gt;
| +5-10% Better Chance Of Getting Magic Items&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 26/20&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Adding Magic Find is a very popular bonus, but the amounts from Jewels aren't real impressive, even if you defy the odds and find a Jewel with it from Prefix and Suffix. See our [magic-find.shtml Magic Find ]page for more details about this very often-asked about topic.&lt;br /&gt;
&lt;br /&gt;
==Mana Bonus==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Prefix&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl/Clvl&lt;br /&gt;
|-&lt;br /&gt;
| Zircon&lt;br /&gt;
| +5-10 Mana&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 3/2&lt;br /&gt;
|-&lt;br /&gt;
| Jacinth&lt;br /&gt;
| +11-15 Mana&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 17/13&lt;br /&gt;
|-&lt;br /&gt;
| Turquoise&lt;br /&gt;
| +16-20 Mana&lt;br /&gt;
| Magic only&lt;br /&gt;
| 29/22&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Useful if you want mana, but much less than you can get from a perfect Sapphire in a helm or armor, and it's pretty easy to get +mana on rare equipment or from charms.&lt;br /&gt;
&lt;br /&gt;
==Mana per Kill==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Prefixes&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl/Clvl&lt;br /&gt;
|-&lt;br /&gt;
| Aureolin&lt;br /&gt;
| +1-3 Mana Per Kill&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 22/17&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Under-rated property, this one can be very helpful, especially early in the game, or even late if there are enough points in it. Try poisoning a bunch of monsters at once, and then waiting a few seconds and as they die watch your mana fill up. Very good for Sorcs and Necros too.&lt;br /&gt;
&lt;br /&gt;
==Lowers Requirements==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Suffixes&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl/Clvl&lt;br /&gt;
|-&lt;br /&gt;
| of Freedom&lt;br /&gt;
| Requirements -15%&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 1/1&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A nice reduction, and much easier to find than a Hel Rune. Keep in mind that the lowered requirements are only for the Strength and Dexterity in the item you socket it in. There is no change to the item's Clvl requirement.&lt;br /&gt;
&lt;br /&gt;
==Damage to Mana==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Prefix&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl/Clvl&lt;br /&gt;
|-&lt;br /&gt;
| Dun&lt;br /&gt;
| +7-12% Damage Goes To Mana Damage&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 7/5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
One of the least-useful jewel modifiers, since this modifier (on all types of items, including uniques such as [http://www.diabloii.net/items/uniques/armor-belts.shtml#nightsmoke Nightsmoke]) works only with physical damage from melee attacks, and does nothing from ranged damage or elemental damage.&lt;br /&gt;
&lt;br /&gt;
==Stamina Bonuses==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Prefix&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl/Clvl&lt;br /&gt;
|-&lt;br /&gt;
| Brown&lt;br /&gt;
| Heal Stamina Plus +10-15%&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 39/29&lt;br /&gt;
|-&lt;br /&gt;
| Chestnut&lt;br /&gt;
| +10-15 Max Stamina&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 1/1&lt;br /&gt;
|-&lt;br /&gt;
| Maroon&lt;br /&gt;
| +16-25 Max Stamina&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 17/13&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Stats and items that boost stamina are largely ignored, but they are certainly helpful, though seldom essential since all they do is let you run a bit longer. Characters with low vitality/stamina will appreciate these more for the boost, but it's not worth adding something specifically for more stamina unless your strategy requires a LOT of running, and even then you'll generally use Vidala's Fetlock or Treads of Cthon or some other boots with faster run and a lot of stamina bonus.&lt;br /&gt;
&lt;br /&gt;
==Thorns==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Suffixes&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl/Clvl&lt;br /&gt;
|-&lt;br /&gt;
| of Malice&lt;br /&gt;
| Attacker Takes Damage of 1-5&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 37/28&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Not worth using on purpose, the returned damage is a fraction of Iron Maiden or Thorns or even Spirit of Barbs. A perfect skull in a shield adds 20 thorns damage, dwarfing this. This ability is only of much use early on, when monsters have such low hit points, and the Clvl on this one is 28, so that's out.&lt;br /&gt;
&lt;br /&gt;
==Replenish Life==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Suffixes&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl/Clvl&lt;br /&gt;
|-&lt;br /&gt;
| of Honor&lt;br /&gt;
| Replenish Life +1-4&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 47/35&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
A less than mandatory modifier, especially with such a low value. It takes a little over 10 life regeneration to give you +1 hit point per second. Helpful to keep your life full, especially for characters who can't leech, but never enough of a gain to offset any real damage.&lt;br /&gt;
&lt;br /&gt;
==More Gold from Monsters==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Suffixes&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl/Clvl&lt;br /&gt;
|-&lt;br /&gt;
| of Avarice&lt;br /&gt;
| +10-30% More Gold&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 1/1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
Nice to find more gold, but no one likes it so much to add it at the expense of other mods. +Magic Find is generally better, to find things to use, as well as sell for more gold than you can pick up.&lt;br /&gt;
&lt;br /&gt;
==Light Radius==&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
|-&lt;br /&gt;
! Prefix&lt;br /&gt;
! Stats&lt;br /&gt;
! Found On&lt;br /&gt;
! Qlvl/Clvl&lt;br /&gt;
|-&lt;br /&gt;
| Bright&lt;br /&gt;
| +1 To Light Radius&lt;br /&gt;
| Magic and Rare&lt;br /&gt;
| 1/1&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
And there was light.&lt;br /&gt;
&lt;br /&gt;
[[Category:Modifiers]]&lt;br /&gt;
[[category:jewels]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2 items navbox|Items}}&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Griswold%27s_Legacy&amp;diff=25680</id>
		<title>Griswold's Legacy</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Griswold%27s_Legacy&amp;diff=25680"/>
				<updated>2012-01-16T15:10:18Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: removed redundant word&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;{{Item navbox}}&lt;br /&gt;
=Background=&lt;br /&gt;
&lt;br /&gt;
[[Griswold]] was a Diablo 1 merchant who made a comeback in Diablo 2 as a unique zombie to be found in [[Tristram]]. Why his legacy should be a Paladin set however is unclear.&lt;br /&gt;
&lt;br /&gt;
=General Notes=&lt;br /&gt;
&lt;br /&gt;
Griswold's Legacy is designed for a Paladin, with armor, scepter, helm and shield. This set is especially good for paladins that don't have many points in the defensive auras tree, as the ornate armor in this set gives +2 to all defensive auras.&lt;br /&gt;
&lt;br /&gt;
This set is exceptionally difficult to obtain, with 3 items in the highest treasure classes in the game. &lt;br /&gt;
{{All Set Notes}}&lt;br /&gt;
&lt;br /&gt;
{{Shield Notes}}&lt;br /&gt;
&lt;br /&gt;
This is an Expansion-only set.&lt;br /&gt;
=D2X=&lt;br /&gt;
{| width=&amp;quot;100%&amp;quot;&lt;br /&gt;
! width=&amp;quot;10%&amp;quot; | Item&lt;br /&gt;
! width=&amp;quot;15%&amp;quot; | Item Name&lt;br /&gt;
! width=&amp;quot;25%&amp;quot; | Attributes&lt;br /&gt;
! Special Properties&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[ Image:x-griswolds-redemption.gif]]&lt;br /&gt;
| '''Griswolds's Redemption'''&amp;lt;br&amp;gt; Caduceus &amp;lt;br&amp;gt; (Elite War Scepter)&lt;br /&gt;
|&lt;br /&gt;
* (111-125)-(129-146) Damage&lt;br /&gt;
* 70 Durability&lt;br /&gt;
* 78 Str required&lt;br /&gt;
* 56 Dex required&lt;br /&gt;
* 2 Range&lt;br /&gt;
* -10 Weapon Speed&lt;br /&gt;
* Socketed (3-4)&lt;br /&gt;
* Clvl Req: 69&lt;br /&gt;
* Item Level: 44&lt;br /&gt;
| &lt;br /&gt;
* +200-240% Enhanced Damage&lt;br /&gt;
* +40% Increased Attack Speed&lt;br /&gt;
*  +250% Damage Against Undead&lt;br /&gt;
* -20% Item Requirements&lt;br /&gt;
** +2 To Combat Skills (Paladin Only) (2 Items)&lt;br /&gt;
** Adds 10-20 Damage (3 Items)&lt;br /&gt;
** Adds 10-20 Damage (Complete Set)&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[ Image:x-griswolds-valor.gif]]&lt;br /&gt;
| '''Griswold's Valor'''&amp;lt;br&amp;gt; Corona &amp;lt;br&amp;gt; (Elite Crown)&lt;br /&gt;
|&lt;br /&gt;
* 166-283 Defense&lt;br /&gt;
* 50 Durability&lt;br /&gt;
* 105 Str Required&lt;br /&gt;
* Socketed (2)&lt;br /&gt;
* Clvl Req: 69&lt;br /&gt;
* Item Level: 44&lt;br /&gt;
| &lt;br /&gt;
* +50-70% Enhanced Defense&lt;br /&gt;
* -40% Item Requirements&lt;br /&gt;
* +20-30% Magic Find&lt;br /&gt;
*  + 0.25 Absorbs Cold Damage Per Character Level&lt;br /&gt;
* +5% Resistance To All&lt;br /&gt;
** +2 To Offensive Auras (Paladin Only) (2 Items)&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[ Image:x-griswolds-heart.gif]]&lt;br /&gt;
| '''Griswold's Heart'''&amp;lt;br&amp;gt; Ornate Armor&amp;lt;br&amp;gt; (Exceptional Ancient Armor)&lt;br /&gt;
| &lt;br /&gt;
* 917-950 Defense&lt;br /&gt;
* 60 Durability&lt;br /&gt;
* 102 Str Required&lt;br /&gt;
* Medium Armor&lt;br /&gt;
* Socketed (3)&lt;br /&gt;
* Clvl Req: 45&lt;br /&gt;
* Item Level: 44&lt;br /&gt;
| &lt;br /&gt;
* +500 Defense&lt;br /&gt;
* +2 To Defensive Auras (Paladin Only)&lt;br /&gt;
* +20 Strength&lt;br /&gt;
* -40% Item Requirements&lt;br /&gt;
|-&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[ Image:x-griswolds-honor.gif]]&lt;br /&gt;
| '''Griswold's Honor'''&amp;lt;br&amp;gt; Vortex Shield * &amp;lt;br&amp;gt; (Elite Crown Shield)&lt;br /&gt;
| &lt;br /&gt;
* 290-333 Defense&lt;br /&gt;
* 90 Durability&lt;br /&gt;
* 148 Str Required&lt;br /&gt;
* 69% Chance To Block &lt;br /&gt;
* 5-87 Smite Damage&lt;br /&gt;
* Weight: Light&lt;br /&gt;
* Socketed (3)&lt;br /&gt;
* Clvl Req: 68&lt;br /&gt;
* Item Level: 44&lt;br /&gt;
| &lt;br /&gt;
* +108 Defense&lt;br /&gt;
* +65% Faster Blocking&lt;br /&gt;
* +45% Resistance To All&lt;br /&gt;
* +20% Increased Chance of Blocking&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&amp;lt;nowiki&amp;gt;*&amp;lt;/nowiki&amp;gt; Inherent Bonus information for Class Specific items [[Paladin Items|can be found here]].&lt;br /&gt;
&lt;br /&gt;
==Set Bonuses==&lt;br /&gt;
&lt;br /&gt;
Partial set bonuses stack. If you are wearing three items, then you will get the bonus for wearing two items as well as the bonus for wearing three items. Full set bonuses stack on top of the partial bonuses, so if there is a partial bonus of +40 Life, and a full bonus of +40 Mana, with the complete set, you would receive both +40 life and +40 mana.&lt;br /&gt;
&lt;br /&gt;
{|&lt;br /&gt;
! Set Attributes/Bonus&lt;br /&gt;
! Item Slots Used&lt;br /&gt;
! Item Slots Free&lt;br /&gt;
|-&lt;br /&gt;
| &lt;br /&gt;
* '''Partial Set Bonuses:'''&lt;br /&gt;
** Wearing two items:&lt;br /&gt;
*** +20 Strength&lt;br /&gt;
** Wearing three items:&lt;br /&gt;
*** +30 Dexterity&lt;br /&gt;
&lt;br /&gt;
* '''Full Set Bonus:'''&lt;br /&gt;
** +50% Resistance To All&lt;br /&gt;
** +3 to All Skills&lt;br /&gt;
** +200 to Attack Rating&lt;br /&gt;
** +150 Life&lt;br /&gt;
** +30% Faster Hit Recovery&lt;br /&gt;
** +20 To Strength&lt;br /&gt;
** +30 To Dexterity&lt;br /&gt;
** Display Aura*&lt;br /&gt;
| One-handed Weapon &amp;lt;br&amp;gt; Armor&amp;lt;br&amp;gt; Shield&amp;lt;br&amp;gt; Helm&lt;br /&gt;
| Belt&amp;lt;br&amp;gt; Gloves&amp;lt;br&amp;gt; Boots&amp;lt;br&amp;gt; Amulet&amp;lt;br&amp;gt; Ring&amp;lt;br&amp;gt; Ring&lt;br /&gt;
|}&lt;br /&gt;
* * The displayed Aura has no effect, other than making you look cool.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Set Items]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{Template:Item Sets}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Cube_Recipes&amp;diff=25616</id>
		<title>Cube Recipes</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Cube_Recipes&amp;diff=25616"/>
				<updated>2011-11-20T04:18:20Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: /* Respecs */&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;
* See the [[Crafting Cubing and Socketing Guide]] for very detailed information and strategies on all in-game item improvement recipes and techniques.&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 Harrogath (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;
===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|El Rune]]s --&amp;gt; 1 [[Eld|Eld Rune]]&lt;br /&gt;
* 3 [[Eld|Eld Rune]]s --&amp;gt; 1 [[Tir|Tir Rune]]&lt;br /&gt;
* 3 [[Tir|Tir Rune]]s --&amp;gt; 1 [[Nef|Nef Rune]]&lt;br /&gt;
* 3 [[Nef|Nef Rune]]s --&amp;gt; 1 [[Eth|Eth Rune]]&lt;br /&gt;
* 3 [[Eth|Eth Rune]]s --&amp;gt; 1 [[Ith|Ith Rune]]&lt;br /&gt;
* 3 [[Ith|Ith Rune]]s --&amp;gt; 1 [[Tal|Tal Rune]]&lt;br /&gt;
* 3 [[Tal|Tal Rune]]s --&amp;gt; 1 [[Ral|Ral Rune]]&lt;br /&gt;
* 3 [[Ral|Ral Rune]]s --&amp;gt; 1 [[Ort|Ort Rune]]&lt;br /&gt;
* 3 [[Ort|Ort Rune]]s --&amp;gt; 1 [[Thul|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|Thul Rune]]s + 1 [[Topaz|Chipped Topaz]] --&amp;gt; 1 [[Amn|Amn Rune]]&lt;br /&gt;
* 3 [[Amn|Amn Rune]]s + 1 [[Amethyst|Chipped Amethyst]] --&amp;gt; 1 [[Sol|Sol Rune]]&lt;br /&gt;
* 3 [[Sol|Sol Rune]]s + 1 [[Sapphire|Chipped Sapphire]] --&amp;gt; 1 [[Shael|Shael Rune]]&lt;br /&gt;
* 3 [[Shael|Shael Rune]]s + 1 [[Ruby|Chipped Ruby]] --&amp;gt; 1 [[Dol|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|Dol Rune]]s + 1 [[Emerald|Chipped Emerald]] --&amp;gt; 1 [[Hel|Hel Rune]]&lt;br /&gt;
* 3 [[Hel|Hel Rune]]s + 1 [[Diamond|Chipped Diamond]] --&amp;gt; 1 [[Io|Io Rune]]&lt;br /&gt;
* 3 [[Io|Io Rune]]s + 1 [[Topaz|Flawed Topaz]] --&amp;gt; 1 [[Lum|Lum Rune]]&lt;br /&gt;
* 3 [[Lum|Lum Rune]]s + 1 [[Amethyst|Flawed Amethyst]] --&amp;gt; 1 [[Ko|Ko Rune]]&lt;br /&gt;
* 3 [[Ko|Ko Rune]]s + 1 [[Sapphire|Flawed Sapphire]] --&amp;gt; 1 [[Fal|Fal Rune]]&lt;br /&gt;
* 3 [[Fal|Fal Rune]]s + 1 [[Ruby|Flawed Ruby]] --&amp;gt; 1 [[Lem|Lem Rune]]&lt;br /&gt;
* 3 [[Lem|Lem Rune]]s + 1 [[Emerald|Flawed Emerald]] --&amp;gt; 1 [[Pul|Pul Rune]]&lt;br /&gt;
* 2 [[Pul|Pul Rune]]s + 1 [[Diamond|Flawed Diamond]] --&amp;gt; 1 [[Um|Um Rune]]&lt;br /&gt;
* 2 [[Um|Um Rune]]s + 1 [[Topaz]] --&amp;gt; [[Mal|Mal Rune]]&lt;br /&gt;
* 2 [[Mal|Mal Rune]]s + 1 [[Amethyst]] --&amp;gt; [[Ist|Ist Rune]]&lt;br /&gt;
* 2 [[Ist|Ist Rune]]s + 1 [[Sapphire]] --&amp;gt; [[Gul|Gul Rune]]&lt;br /&gt;
* 2 [[Gul|Gul Rune]]s + 1 [[Ruby]] --&amp;gt; [[Vex|Vex Rune]]&lt;br /&gt;
* 2 [[Vex|Vex Rune]]s + 1 [[Emerald]] --&amp;gt; [[Ohm|Ohm Rune]]&lt;br /&gt;
* 2 [[Ohm|Ohm Rune]]s + 1 [[Diamond]] --&amp;gt; [[Lo|Lo Rune]]&lt;br /&gt;
* 2 [[Lo|Lo Rune]]s + 1 [[Topaz|Flawless Topaz]] --&amp;gt; [[Sur|Sur Rune]]&lt;br /&gt;
* 2 [[Sur|Sur Rune]]s + 1 [[Amethyst|Flawless Amethyst]] --&amp;gt; [[Ber|Ber Rune]]&lt;br /&gt;
* 2 [[Ber|Ber Rune]]s + 1 [[Sapphire|Flawless Sapphire]] --&amp;gt; [[Jah|Jah Rune]]&lt;br /&gt;
* 2 [[Jah|Jah Rune]]s + 1 [[Ruby|Flawless Ruby]] --&amp;gt; [[Cham|Cham Rune]]&lt;br /&gt;
* 2 [[Cham|Cham Rune]]s + 1 [[Emerald|Flawless Emerald]] --&amp;gt; [[Zod|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, Bro!&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, Amethyst, Sapphire, Ruby, Emerald, Diamond, is used, in repeating order and increasing quality. So Thul is T (to make Amn), Amn is A(to make Sol), Sol is S (to make Shael), etc.&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 [[Gems|chipped gem]] --&amp;gt; 1 partial rejuvenation potion&lt;br /&gt;
* 3 health potions + 3 mana potions + 1 [[Gems|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|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|Eld Rune]] + 1 [[Gems|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.  Any sockets and items in those sockets will be lost after using this recipe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[El|El Rune]] + 1 [[Gems|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.  Any sockets and items in those sockets will be lost after using this recipe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Tal|Tal Rune]] + 1 [[Thul|Thul Rune]] + 1 [[Topaz|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|Ral Rune]] + 1 [[Amn|Amn Rune]] + 1 [[Amethyst|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|Ral Rune]] + 1 [[Thul|Thul Rune]] + 1 [[Sapphire|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|Tal Rune]] + 1 [[Amn|Amn Rune]] + 1 [[Ruby|Perfect Ruby]] + Normal Shield --&amp;gt; Socketed Shield of same type&lt;br /&gt;
* This recipe adds 1-4 sockets to the shield, making it potentially useful for a [[Runeword]].&lt;br /&gt;
* The game always rolls for up to 6 sockets with this recipe. The amount of sockets is then capped to the maximum amount that particular item can have. A shield that can only have 3 sockets will have a 1/6 chance of 1, 1/6 chance of 2, and 4/6 chance of 3.&lt;br /&gt;
&lt;br /&gt;
==Item Upgrades==&lt;br /&gt;
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 [[Skulls|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|Ral Rune]] + 1 [[Sol|Sol Rune]] + 1 [[Emerald|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|Tal Rune]] + 1 [[Shael|Shael Rune]] + 1 [[Diamond|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|Lum Rune]] + 1 [[Pul|Pul Rune]] + 1 [[Emerald|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|Ko Rune]] + 1 [[Lem|Lem Rune]] + 1 [[Diamond|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|Ort Rune]] + 1 [[Amn|Amn Rune]] + 1 [[Sapphire|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|Ral Rune]] + 1 [[Thul|Thul Rune]] + 1 [[Amethyst|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|Fal Rune]] + 1 [[Um|Um Rune]] + 1 [[Sapphire|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|Ko Rune]] + 1 [[Pul|Pul Rune]] + 1 [[Amethyst|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|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|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|Ort Rune]] + 1 [[Gems|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 or recharge ethereal items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Ral|Ral Rune]] + 1 [[Gems|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 or 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;
*** +3 to a given skill mods are lvl 60, and can be achieved with this recipe, providing the rings and the character are fairly high level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 6 [[Skulls|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 [[Skulls|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 [[Gems|Perfect Gems]] (of any type, including Skulls) + 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;
==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 [[Gems|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 at getting a suffix as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Magic Ring + 1 [[Emerald|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 [[Ruby|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 [[Topaz|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 [[Sapphire|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;
==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 [[Gems|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 [[Gems|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 [[Gems|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;
==Respecs==&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 of each of the Essences --&amp;gt; Reset of stats&lt;br /&gt;
*In v1.13 a new choice was added. A character can now [[respec]] their attributes. This is done by speaking to [[Akara]] after completing the [[Den of Evil]] quest in Act 1.&lt;br /&gt;
**In that same version, after using all of the stat resets, if you're still unhappy with your build, you can go out and defeat each of the end bosses of each act in Hell difficulty to receive an Essence. &lt;br /&gt;
**They are just a bit more rare than keys are to complete the pandemonium event.&lt;br /&gt;
**Only works in v1.13 or later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Horadric Cube]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2 items navbox|Items}}&lt;br /&gt;
''''Italic text''''&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Cube_Recipes&amp;diff=25615</id>
		<title>Cube Recipes</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Cube_Recipes&amp;diff=25615"/>
				<updated>2011-11-20T04:17:22Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: &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;
* See the [[Crafting Cubing and Socketing Guide]] for very detailed information and strategies on all in-game item improvement recipes and techniques.&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 Harrogath (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;
===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|El Rune]]s --&amp;gt; 1 [[Eld|Eld Rune]]&lt;br /&gt;
* 3 [[Eld|Eld Rune]]s --&amp;gt; 1 [[Tir|Tir Rune]]&lt;br /&gt;
* 3 [[Tir|Tir Rune]]s --&amp;gt; 1 [[Nef|Nef Rune]]&lt;br /&gt;
* 3 [[Nef|Nef Rune]]s --&amp;gt; 1 [[Eth|Eth Rune]]&lt;br /&gt;
* 3 [[Eth|Eth Rune]]s --&amp;gt; 1 [[Ith|Ith Rune]]&lt;br /&gt;
* 3 [[Ith|Ith Rune]]s --&amp;gt; 1 [[Tal|Tal Rune]]&lt;br /&gt;
* 3 [[Tal|Tal Rune]]s --&amp;gt; 1 [[Ral|Ral Rune]]&lt;br /&gt;
* 3 [[Ral|Ral Rune]]s --&amp;gt; 1 [[Ort|Ort Rune]]&lt;br /&gt;
* 3 [[Ort|Ort Rune]]s --&amp;gt; 1 [[Thul|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|Thul Rune]]s + 1 [[Topaz|Chipped Topaz]] --&amp;gt; 1 [[Amn|Amn Rune]]&lt;br /&gt;
* 3 [[Amn|Amn Rune]]s + 1 [[Amethyst|Chipped Amethyst]] --&amp;gt; 1 [[Sol|Sol Rune]]&lt;br /&gt;
* 3 [[Sol|Sol Rune]]s + 1 [[Sapphire|Chipped Sapphire]] --&amp;gt; 1 [[Shael|Shael Rune]]&lt;br /&gt;
* 3 [[Shael|Shael Rune]]s + 1 [[Ruby|Chipped Ruby]] --&amp;gt; 1 [[Dol|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|Dol Rune]]s + 1 [[Emerald|Chipped Emerald]] --&amp;gt; 1 [[Hel|Hel Rune]]&lt;br /&gt;
* 3 [[Hel|Hel Rune]]s + 1 [[Diamond|Chipped Diamond]] --&amp;gt; 1 [[Io|Io Rune]]&lt;br /&gt;
* 3 [[Io|Io Rune]]s + 1 [[Topaz|Flawed Topaz]] --&amp;gt; 1 [[Lum|Lum Rune]]&lt;br /&gt;
* 3 [[Lum|Lum Rune]]s + 1 [[Amethyst|Flawed Amethyst]] --&amp;gt; 1 [[Ko|Ko Rune]]&lt;br /&gt;
* 3 [[Ko|Ko Rune]]s + 1 [[Sapphire|Flawed Sapphire]] --&amp;gt; 1 [[Fal|Fal Rune]]&lt;br /&gt;
* 3 [[Fal|Fal Rune]]s + 1 [[Ruby|Flawed Ruby]] --&amp;gt; 1 [[Lem|Lem Rune]]&lt;br /&gt;
* 3 [[Lem|Lem Rune]]s + 1 [[Emerald|Flawed Emerald]] --&amp;gt; 1 [[Pul|Pul Rune]]&lt;br /&gt;
* 2 [[Pul|Pul Rune]]s + 1 [[Diamond|Flawed Diamond]] --&amp;gt; 1 [[Um|Um Rune]]&lt;br /&gt;
* 2 [[Um|Um Rune]]s + 1 [[Topaz]] --&amp;gt; [[Mal|Mal Rune]]&lt;br /&gt;
* 2 [[Mal|Mal Rune]]s + 1 [[Amethyst]] --&amp;gt; [[Ist|Ist Rune]]&lt;br /&gt;
* 2 [[Ist|Ist Rune]]s + 1 [[Sapphire]] --&amp;gt; [[Gul|Gul Rune]]&lt;br /&gt;
* 2 [[Gul|Gul Rune]]s + 1 [[Ruby]] --&amp;gt; [[Vex|Vex Rune]]&lt;br /&gt;
* 2 [[Vex|Vex Rune]]s + 1 [[Emerald]] --&amp;gt; [[Ohm|Ohm Rune]]&lt;br /&gt;
* 2 [[Ohm|Ohm Rune]]s + 1 [[Diamond]] --&amp;gt; [[Lo|Lo Rune]]&lt;br /&gt;
* 2 [[Lo|Lo Rune]]s + 1 [[Topaz|Flawless Topaz]] --&amp;gt; [[Sur|Sur Rune]]&lt;br /&gt;
* 2 [[Sur|Sur Rune]]s + 1 [[Amethyst|Flawless Amethyst]] --&amp;gt; [[Ber|Ber Rune]]&lt;br /&gt;
* 2 [[Ber|Ber Rune]]s + 1 [[Sapphire|Flawless Sapphire]] --&amp;gt; [[Jah|Jah Rune]]&lt;br /&gt;
* 2 [[Jah|Jah Rune]]s + 1 [[Ruby|Flawless Ruby]] --&amp;gt; [[Cham|Cham Rune]]&lt;br /&gt;
* 2 [[Cham|Cham Rune]]s + 1 [[Emerald|Flawless Emerald]] --&amp;gt; [[Zod|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, Bro!&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, Amethyst, Sapphire, Ruby, Emerald, Diamond, is used, in repeating order and increasing quality. So Thul is T (to make Amn), Amn is A(to make Sol), Sol is S (to make Shael), etc.&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 [[Gems|chipped gem]] --&amp;gt; 1 partial rejuvenation potion&lt;br /&gt;
* 3 health potions + 3 mana potions + 1 [[Gems|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|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|Eld Rune]] + 1 [[Gems|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.  Any sockets and items in those sockets will be lost after using this recipe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[El|El Rune]] + 1 [[Gems|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.  Any sockets and items in those sockets will be lost after using this recipe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Tal|Tal Rune]] + 1 [[Thul|Thul Rune]] + 1 [[Topaz|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|Ral Rune]] + 1 [[Amn|Amn Rune]] + 1 [[Amethyst|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|Ral Rune]] + 1 [[Thul|Thul Rune]] + 1 [[Sapphire|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|Tal Rune]] + 1 [[Amn|Amn Rune]] + 1 [[Ruby|Perfect Ruby]] + Normal Shield --&amp;gt; Socketed Shield of same type&lt;br /&gt;
* This recipe adds 1-4 sockets to the shield, making it potentially useful for a [[Runeword]].&lt;br /&gt;
* The game always rolls for up to 6 sockets with this recipe. The amount of sockets is then capped to the maximum amount that particular item can have. A shield that can only have 3 sockets will have a 1/6 chance of 1, 1/6 chance of 2, and 4/6 chance of 3.&lt;br /&gt;
&lt;br /&gt;
==Item Upgrades==&lt;br /&gt;
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 [[Skulls|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|Ral Rune]] + 1 [[Sol|Sol Rune]] + 1 [[Emerald|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|Tal Rune]] + 1 [[Shael|Shael Rune]] + 1 [[Diamond|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|Lum Rune]] + 1 [[Pul|Pul Rune]] + 1 [[Emerald|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|Ko Rune]] + 1 [[Lem|Lem Rune]] + 1 [[Diamond|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|Ort Rune]] + 1 [[Amn|Amn Rune]] + 1 [[Sapphire|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|Ral Rune]] + 1 [[Thul|Thul Rune]] + 1 [[Amethyst|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|Fal Rune]] + 1 [[Um|Um Rune]] + 1 [[Sapphire|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|Ko Rune]] + 1 [[Pul|Pul Rune]] + 1 [[Amethyst|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|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|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|Ort Rune]] + 1 [[Gems|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 or recharge ethereal items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Ral|Ral Rune]] + 1 [[Gems|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 or 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;
*** +3 to a given skill mods are lvl 60, and can be achieved with this recipe, providing the rings and the character are fairly high level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 6 [[Skulls|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 [[Skulls|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 [[Gems|Perfect Gems]] (of any type, including Skulls) + 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;
==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 [[Gems|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 at getting a suffix as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Magic Ring + 1 [[Emerald|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 [[Ruby|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 [[Topaz|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 [[Sapphire|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;
==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 [[Gems|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 [[Gems|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 [[Gems|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;
==Respecs==&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 of each of the Essences --&amp;gt; Reset of stats&lt;br /&gt;
*In v1.13 a new choice was added. A character can now [[respec]] their attributes. This is done by speaking to [[Akara]] after completing the [[Den of Evil]] quest in act 1.&lt;br /&gt;
**In that same version, after using all of the stat resets, if you're still unhappy with your build, you can go out and defeat each of the end bosses of each act in Hell difficulty to receive an Essence. &lt;br /&gt;
**They are just a bit more rare than keys are to complete the pandemonium event.&lt;br /&gt;
**Only works in v1.13 or later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Horadric Cube]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2 items navbox|Items}}&lt;br /&gt;
''''Italic text''''&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Cube_Recipes&amp;diff=25614</id>
		<title>Cube Recipes</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Cube_Recipes&amp;diff=25614"/>
				<updated>2011-11-20T04:16:55Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: (grammatical)&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;
* See the [[Crafting Cubing and Socketing Guide]] for very detailed information and strategies on all in-game item improvement recipes and techniques.&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 Harrogath (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;
===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|El Rune]]s --&amp;gt; 1 [[Eld|Eld Rune]]&lt;br /&gt;
* 3 [[Eld|Eld Rune]]s --&amp;gt; 1 [[Tir|Tir Rune]]&lt;br /&gt;
* 3 [[Tir|Tir Rune]]s --&amp;gt; 1 [[Nef|Nef Rune]]&lt;br /&gt;
* 3 [[Nef|Nef Rune]]s --&amp;gt; 1 [[Eth|Eth Rune]]&lt;br /&gt;
* 3 [[Eth|Eth Rune]]s --&amp;gt; 1 [[Ith|Ith Rune]]&lt;br /&gt;
* 3 [[Ith|Ith Rune]]s --&amp;gt; 1 [[Tal|Tal Rune]]&lt;br /&gt;
* 3 [[Tal|Tal Rune]]s --&amp;gt; 1 [[Ral|Ral Rune]]&lt;br /&gt;
* 3 [[Ral|Ral Rune]]s --&amp;gt; 1 [[Ort|Ort Rune]]&lt;br /&gt;
* 3 [[Ort|Ort Rune]]s --&amp;gt; 1 [[Thul|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|Thul Rune]]s + 1 [[Topaz|Chipped Topaz]] --&amp;gt; 1 [[Amn|Amn Rune]]&lt;br /&gt;
* 3 [[Amn|Amn Rune]]s + 1 [[Amethyst|Chipped Amethyst]] --&amp;gt; 1 [[Sol|Sol Rune]]&lt;br /&gt;
* 3 [[Sol|Sol Rune]]s + 1 [[Sapphire|Chipped Sapphire]] --&amp;gt; 1 [[Shael|Shael Rune]]&lt;br /&gt;
* 3 [[Shael|Shael Rune]]s + 1 [[Ruby|Chipped Ruby]] --&amp;gt; 1 [[Dol|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|Dol Rune]]s + 1 [[Emerald|Chipped Emerald]] --&amp;gt; 1 [[Hel|Hel Rune]]&lt;br /&gt;
* 3 [[Hel|Hel Rune]]s + 1 [[Diamond|Chipped Diamond]] --&amp;gt; 1 [[Io|Io Rune]]&lt;br /&gt;
* 3 [[Io|Io Rune]]s + 1 [[Topaz|Flawed Topaz]] --&amp;gt; 1 [[Lum|Lum Rune]]&lt;br /&gt;
* 3 [[Lum|Lum Rune]]s + 1 [[Amethyst|Flawed Amethyst]] --&amp;gt; 1 [[Ko|Ko Rune]]&lt;br /&gt;
* 3 [[Ko|Ko Rune]]s + 1 [[Sapphire|Flawed Sapphire]] --&amp;gt; 1 [[Fal|Fal Rune]]&lt;br /&gt;
* 3 [[Fal|Fal Rune]]s + 1 [[Ruby|Flawed Ruby]] --&amp;gt; 1 [[Lem|Lem Rune]]&lt;br /&gt;
* 3 [[Lem|Lem Rune]]s + 1 [[Emerald|Flawed Emerald]] --&amp;gt; 1 [[Pul|Pul Rune]]&lt;br /&gt;
* 2 [[Pul|Pul Rune]]s + 1 [[Diamond|Flawed Diamond]] --&amp;gt; 1 [[Um|Um Rune]]&lt;br /&gt;
* 2 [[Um|Um Rune]]s + 1 [[Topaz]] --&amp;gt; [[Mal|Mal Rune]]&lt;br /&gt;
* 2 [[Mal|Mal Rune]]s + 1 [[Amethyst]] --&amp;gt; [[Ist|Ist Rune]]&lt;br /&gt;
* 2 [[Ist|Ist Rune]]s + 1 [[Sapphire]] --&amp;gt; [[Gul|Gul Rune]]&lt;br /&gt;
* 2 [[Gul|Gul Rune]]s + 1 [[Ruby]] --&amp;gt; [[Vex|Vex Rune]]&lt;br /&gt;
* 2 [[Vex|Vex Rune]]s + 1 [[Emerald]] --&amp;gt; [[Ohm|Ohm Rune]]&lt;br /&gt;
* 2 [[Ohm|Ohm Rune]]s + 1 [[Diamond]] --&amp;gt; [[Lo|Lo Rune]]&lt;br /&gt;
* 2 [[Lo|Lo Rune]]s + 1 [[Topaz|Flawless Topaz]] --&amp;gt; [[Sur|Sur Rune]]&lt;br /&gt;
* 2 [[Sur|Sur Rune]]s + 1 [[Amethyst|Flawless Amethyst]] --&amp;gt; [[Ber|Ber Rune]]&lt;br /&gt;
* 2 [[Ber|Ber Rune]]s + 1 [[Sapphire|Flawless Sapphire]] --&amp;gt; [[Jah|Jah Rune]]&lt;br /&gt;
* 2 [[Jah|Jah Rune]]s + 1 [[Ruby|Flawless Ruby]] --&amp;gt; [[Cham|Cham Rune]]&lt;br /&gt;
* 2 [[Cham|Cham Rune]]s + 1 [[Emerald|Flawless Emerald]] --&amp;gt; [[Zod|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, Bro!&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, Amethyst, Sapphire, Ruby, Emerald, Diamond, is used, in repeating order and increasing quality. So Thul is T (to make Amn), Amn is A(to make Sol), Sol is S (to make Shael), etc.&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 [[Gems|chipped gem]] --&amp;gt; 1 partial rejuvenation potion&lt;br /&gt;
* 3 health potions + 3 mana potions + 1 [[Gems|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|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|Eld Rune]] + 1 [[Gems|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.  Any sockets and items in those sockets will be lost after using this recipe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[El|El Rune]] + 1 [[Gems|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.  Any sockets and items in those sockets will be lost after using this recipe.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Tal|Tal Rune]] + 1 [[Thul|Thul Rune]] + 1 [[Topaz|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|Ral Rune]] + 1 [[Amn|Amn Rune]] + 1 [[Amethyst|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|Ral Rune]] + 1 [[Thul|Thul Rune]] + 1 [[Sapphire|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|Tal Rune]] + 1 [[Amn|Amn Rune]] + 1 [[Ruby|Perfect Ruby]] + Normal Shield --&amp;gt; Socketed Shield of same type&lt;br /&gt;
* This recipe adds 1-4 sockets to the shield, making it potentially useful for a [[Runeword]].&lt;br /&gt;
* The game always rolls for up to 6 sockets with this recipe. The amount of sockets is then capped to the maximum amount that particular item can have. A shield that can only have 3 sockets will have a 1/6 chance of 1, 1/6 chance of 2, and 4/6 chance of 3.&lt;br /&gt;
&lt;br /&gt;
==Item Upgrades==&lt;br /&gt;
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 [[Skulls|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|Ral Rune]] + 1 [[Sol|Sol Rune]] + 1 [[Emerald|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|Tal Rune]] + 1 [[Shael|Shael Rune]] + 1 [[Diamond|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|Lum Rune]] + 1 [[Pul|Pul Rune]] + 1 [[Emerald|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|Ko Rune]] + 1 [[Lem|Lem Rune]] + 1 [[Diamond|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|Ort Rune]] + 1 [[Amn|Amn Rune]] + 1 [[Sapphire|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|Ral Rune]] + 1 [[Thul|Thul Rune]] + 1 [[Amethyst|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|Fal Rune]] + 1 [[Um|Um Rune]] + 1 [[Sapphire|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|Ko Rune]] + 1 [[Pul|Pul Rune]] + 1 [[Amethyst|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|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|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|Ort Rune]] + 1 [[Gems|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 or recharge ethereal items.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 [[Ral|Ral Rune]] + 1 [[Gems|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 or 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;
*** +3 to a given skill mods are lvl 60, and can be achieved with this recipe, providing the rings and the character are fairly high level.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 6 [[Skulls|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 [[Skulls|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 [[Gems|Perfect Gems]] (of any type, including Skulls) + 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;
==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 [[Gems|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 at getting a suffix as well.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 Magic Ring + 1 [[Emerald|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 [[Ruby|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 [[Topaz|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 [[Sapphire|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;
==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 [[Gems|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 [[Gems|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 [[Gems|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;
==Respecs==&lt;br /&gt;
[[Image:Cube-convert.gif]] 1 of each Essences --&amp;gt; Reset of stats&lt;br /&gt;
*In v1.13 a new choice was added. A character can now [[respec]] their attributes. This is done by speaking to [[Akara]] after completing the [[Den of Evil]] quest in act 1.&lt;br /&gt;
**In that same version, after using all of the stat resets, if you're still unhappy with your build, you can go out and defeat each of the end bosses of each act in Hell difficulty to receive an Essence. &lt;br /&gt;
**They are just a bit more rare than keys are to complete the pandemonium event.&lt;br /&gt;
**Only works in v1.13 or later&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Horadric Cube]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2 items navbox|Items}}&lt;br /&gt;
''''Italic text''''&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Rune_hunting&amp;diff=25613</id>
		<title>Rune hunting</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Rune_hunting&amp;diff=25613"/>
				<updated>2011-11-18T12:43:29Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: typo&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item navbox|{{Runes}}}}Finding [[runes]], especially higher level runes, is an obsession for many players. This can be a chore, since there's no way to use equipment to increase your odds of finding more runes, or higher level runes. [[Magic Find]] has no effect on rune drops, either quality or quantity; the way to find runes is to kill lots of [[monster]]s in larger games, so more total [[item]]s drop. &lt;br /&gt;
* Refer to the giant [[Rune Finder Guide by Urlik]] for much more detail and information about how and where best to find runes.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Monsters==&lt;br /&gt;
The best way to find a lot of runes, or most anything else in [[Diablo II]], is to get a lot of item drops. Since item drops are best obtained from dead [[monster]]s, and since monsters drop more items in larger games, a very good way to find more runes is to kill a lot of monsters in games with a lot of other players. (Use [[Player_Settings#The_Players_X_Command|the /players X command]] to simulate more players if you're going single player.)&lt;br /&gt;
&lt;br /&gt;
Rune hunting is somewhat simplified by the fact that [[Magic Find]] is of no benefit (or penalty) to rune finding. So a character truly out to find runes can suit up in all his/her best killing gear, without giving a thought to Magic Find. This isn't highly recommended, since magic find improves the odds of finding [[Unique]] and [[Set]] items that are useful or that can be traded (for runes, perhaps), but purely from a rune hunting point of view, magic find is useless, and worse than useless if using the [[MF]] equipment slows a character's overall killing speed. &lt;br /&gt;
&lt;br /&gt;
Since the goal of most players is to find higher quality runes, the hunting is best done on the highest level monsters that your character can safely and quickly kill. As with magic finding, a balance between killing speed and monster level must be found. Struggling to kill very high level monster because they have a .000001% better chance of dropping a [[Cham]], is not a wise expenditure of time or energy.&lt;br /&gt;
&lt;br /&gt;
Since rune finding is largely a crap shoot, it's best to kill quickly where your character is most capable of killing quickly.  Levels with a lot of monsters are best, simply to increase the total item drops. Places like the [[Secret Cow Level]], the [[Flayer Jungle]], or the surface areas of [[Act I|Act One]] (with their teeming [[Fallen]] camps) are popular killing zones due to the high density of fairly weak monsters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Special Monsters===&lt;br /&gt;
The only monster in the game with a substantially higher % chance to drop runes in [[The Countess]], found on level five of the [[Forgotten Tower]] in the [[Black Marsh]] level of [[Act I|Act One]].  Since [[v1.09]] she's had excellent odds to drop at least one rune every time, and in [[v1.10]] her odds were increased still higher. She can not drop the highest runes in the game, but hoping to see any runes above 24 or 25 (see [[rune list]] for further info) drop is a fool's game. They do fall from time to time, but the odds are lottery-winning low. Better odds are to find lots of runes in the teens and low twenties, and to [[cube]] them up, as well as trading other item finds for mid-to-high level runes, and cubing those up as well. &lt;br /&gt;
&lt;br /&gt;
A few monster types have higher odds of dropping runes because they can not drop [[armor]] or [[weapon]]s, and thus spit out more runes since they have fewer other possible drops. These include [[Wraith]]s, [[Finger Mage]]s, [[Vulture Demon]]s, [[Willowisp]]s, and the [[Swarm]]. These monsters are worth harvesting while rune hunting, but they spawn infrequently and in underwhelming numbers, so few players will find it worth the effort for the slight increase in the odds of finding runes. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Quests==&lt;br /&gt;
Three [[quest]]s grant runes as part of their reward.&lt;br /&gt;
&lt;br /&gt;
===Forgotten Tower===&lt;br /&gt;
[[Quests_Act_One#Quest_Four:_The_Forgotten_Tower|This quest]] does not have a [[Rune]] as part of its reward (just a bunch of gold and minor items from a magical chest), but since [[v1.09]] [[The Countess]], a [[SuperUnique]] [[Corrupt Rogue]] you must kill to accomplish the quest, has begun dropping a rune almost every time she's killed. Her rune drops were increased still further in [[v1.10]], and she's now a very popular target for item running characters.&lt;br /&gt;
&lt;br /&gt;
Which runes she can drop vary by difficulty level.&lt;br /&gt;
* Normal: [[El]] (r01) - [[Ral]] (r08).&lt;br /&gt;
* Nightmare: [[El]] (r01) - [[Io]]/[[Ko]] (r18); above [[Io]] (r16) is much rarer.&lt;br /&gt;
* Hell: [[El]] (r01) - [[Ist]]/[[Lo]] (r28); above [[Ist]] (r26) is much rarer. &lt;br /&gt;
The Countess has better odds to drop a higher level rune the first time a player kills her on [[Nightmare]] or [[Hell]] difficulties, when they get credit for completing the quest. This is reflected in the different odds for [[Io]]/[[Ko]] and [[Ist]]/[[Lo]] listed above. Her odds of dropping her highest possible runes are always astronomical, but they are slightly better the first time than the other times.&lt;br /&gt;
&lt;br /&gt;
She is capable of dropping up to six runes each death, and will often drop two or three. They're very unlikely to be higher than [[Tir]] or [[Eth]], but reports of two [[Hel]]s, and a couple of other mid-level runes are not uncommon, so it's possible.&lt;br /&gt;
&lt;br /&gt;
===The Hellforge===&lt;br /&gt;
When a character shatters [[Mephisto's Soulstone]] on the [[Quests_Act_Four#Quest_Two:_The_Hellforge|Hellforge in Act Four]], four gems and one rune drop as part of the quest reward. The runes that may be found from this quest vary by difficulty level. Which one drops is selected randomly from the following possibilities:&lt;br /&gt;
* Normal: [[El]] (r01) - [[Amn]] (r11).&lt;br /&gt;
* Nightmare: [[Sol]] (r12) - [[Um]] (r22).&lt;br /&gt;
* Hell: [[Hel]] (r15) - [[Gul]] (r25). &lt;br /&gt;
Unlike the runes from [[The Countess]], or any other monster drops in the game, the lower level runes are '''not''' more common. The odds for [[Hel]] or [[Gul]] are identical on [[Hell]], 1/11 for each. Cross your fingers.&lt;br /&gt;
&lt;br /&gt;
Be sure to complete this quest when you can get your rune drop, and do not finish it with other players in your party, if they have not finished the quest already. Four gems drop for every character completing the quest, whether they're near the [[Hellforge]] or not, but only one rune will drop for the quest completion, whether one or eight characters are in the party/completing the quest.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rescue on Mount Arreat===&lt;br /&gt;
This [[Quests_Act_Five#Quest_Two:_Rescue_on_Mt._Arreat|second quest in Act Five]] is easily accomplished, and your character will receive a [[Tal]] (r07), a [[Ral]] (r08), and an [[Ort]] (r09) rune as a reward for completing it. Not a huge reward, but for players who save all their runes to upgrade, every one helps.&lt;br /&gt;
&lt;br /&gt;
==Chests==&lt;br /&gt;
[[Chest]]s (this includes barrels, crates, hidden stashes, etc) are an excellent source of items, including runes. See the super quests discussion in the [[Rune Finder Guide by Urlik]] for more details.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===More Players = More Runes===&lt;br /&gt;
More players in the game increase the quantity of items found from [chest]s, by decreasing the odds that the game will select the &amp;quot;NoDrop&amp;quot; option.&lt;br /&gt;
&lt;br /&gt;
Total players in the game (no party) — Chance of non-locked chest to drop nothing at all:&lt;br /&gt;
* 1 or 2 — 43,4%&lt;br /&gt;
* 3 or 4 — 29.5%&lt;br /&gt;
* 5 or 6 — 26,0%&lt;br /&gt;
* 7 or 8 — 25,2%&lt;br /&gt;
&lt;br /&gt;
This must be balanced with your overall killing time; taking 3x longer to kill monsters for 2x the drops is not a winning strategy.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Rune Quality Increases with Level===&lt;br /&gt;
The level that [[chest]]s drop at is determined by the area of the game they're found on; consult the [[Levels]] section for that information. The level of runes that can be found from chests progresses steadily as you move through the game.&lt;br /&gt;
&lt;br /&gt;
The following list details the highest level runes you can find in any area. All of the lower level runes may also be found there, and in fact are far more likely to appear than the higher level ones.&lt;br /&gt;
&lt;br /&gt;
* Act 1 [[Normal]]: No [[Rune]]s from [[Chest]]s&lt;br /&gt;
* Act 2 Normal: [[El]]/[[Eld]]/[[Tir]]/[[Nef]] (r01-r04)&lt;br /&gt;
* Act 3 Normal: [[Eth]]/[[Ith]]/[[Tal]]/[[Ral]] (r05-r08)&lt;br /&gt;
* Act 4 Normal: [[Ort]]/[[Thul]]/[[Amn]]/[[Sol]] (r09-r12)&lt;br /&gt;
* Act 5 Normal: [[Shael]]/[[Dol]] (r13-r14)&lt;br /&gt;
* Act 1 [[Nightmare]]: [[Hel]]/[[Io]] (r15-r16)&lt;br /&gt;
* Act 2 Nightmare: [[Lum]]/[[Ko]] (r17-r18)&lt;br /&gt;
* Act 3 Nightmare: [[Fal]]/[[Lem]] (r19-r20)&lt;br /&gt;
* Act 4 Nightmare: [[Pul]]/[[Um]] (r21-r22)&lt;br /&gt;
* Act 5 Nightmare: [[Mal]]/[[Ist]] (r23-r24)&lt;br /&gt;
* Act 1 [[Hell]]: [[Gul]]/[[Vex]] (r25-r26)&lt;br /&gt;
* Act 2 Hell: [[Ohm]]/[[Lo]] (r27-r28)&lt;br /&gt;
* Act 3 Hell: [[Sur]]/[[Ber]] (r29-r30)&lt;br /&gt;
* Act 4 Hell: [[Jah]]/[[Cham]] (r31-r32)&lt;br /&gt;
* Act 5 Hell: [[Zod]] (r33)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Upgrading==&lt;br /&gt;
Prior to [[v1.10]], it was hit or miss obtaining runes above [[Ort]], since only the first nine runes could be upgraded in the [[Horadric Cube]]. This changed in v1.10, when [[Rune list|rune upgrade recipes]] were added that could turn [[El]]s into a [[Zod]]. That would take over 14 trillion Els, but it's now possible to upgrade to all levels of runes, which means collecting them and building toward the high level runes required by the biggest [[Runewords]] is now a possibility for all patient players. &lt;br /&gt;
&lt;br /&gt;
Mathematically speaking, expecting to save and transmute the lowest runes into the highest ones is virtually impossible. It would take exactly 3,486,784,401 El runes to make a [[Pul]] rune, which is one of the first highly tradable runes, and to create your own Zod from El runes you would need 14,281,868,906,496 El runes and 1,088,393,215 assorted gems. If you are looking to make some of the highest runes you are simply wasting your time collecting any of the lower runes. Lower runes can be helpful for other purposes though, and are used in various cube and crafting recipes.&lt;br /&gt;
&lt;br /&gt;
* Full [[Cube Recipes]] list.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Rune Drop Odds==&lt;br /&gt;
A pair of charts taken from [[Rune Finder Guide by Urlik|Urlik's Rune Finder Guide]] illustrating the scarcity of higher level runes. These odds are accurate or v1.10+, and are based on the drop coming from a monster or object that could theoretically drop a Zod rune.&lt;br /&gt;
&lt;br /&gt;
[[Image:Urlik12.jpg|center|thumb|400px]]&lt;br /&gt;
&lt;br /&gt;
[[Image:Urlik11.jpg|center|thumb|800px]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[category:runes]]&lt;br /&gt;
[[category:Items]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Items}}&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Rune_list&amp;diff=25612</id>
		<title>Rune list</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Rune_list&amp;diff=25612"/>
				<updated>2011-11-17T18:06:31Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item navbox|{{Runes}}}}This is the '''list''' of all the [[runes]] in Diablo II [[Expansion]]. Runes only impart their stats once they are socketed into an item. Also see [[runes]] and [[runewords]].&lt;br /&gt;
&lt;br /&gt;
* To upgrade runes you are required to use 2 or 3 runes (plus a gem) of the level below the one you want to create in order to make 1 rune of the wanted rank. Recipes listed below.&lt;br /&gt;
* All Runes have the same stats when in a [[Helm]] or [[Body Armor|Armor]], and only two have different when in [[Shield]]s.&lt;br /&gt;
* [[Ilvl]]: A monster must be this level to drop the Rune.&lt;br /&gt;
* [[Clvl]]: A character must be this level to equip an item socketed with this rune. Only the [[Hel]] (r15) Rune does not have a Clvl. [[Runewords]] almost always have a Clvl equal to that of the highest level rune in that Runeword.&lt;br /&gt;
* In non-ladder, only upgrading with chipped and three stones works, higher than that you must find.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;80%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rune&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | to Upgrade:&lt;br /&gt;
! Socketed Properties&lt;br /&gt;
|-&lt;br /&gt;
| [[El]] - #1&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-el.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| '''Weapon:''' +50 AR, +1 Light Radius&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +1 Light Radius, +15 Defense&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 11&lt;br /&gt;
|-&lt;br /&gt;
| [[Eld]] - #2&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-eld.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-el.gif]][[Image:R-el.gif]][[Image:R-el.gif]] &lt;br /&gt;
| '''Weapon:''' +75% Damage vs. Undead, +50 Attack Rating vs. Undead *&amp;lt;br /&amp;gt;'''Armor/Helm:''' Lowers Stamina drain by 15%&amp;lt;br /&amp;gt; '''Shield:''' +7% Blocking&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 11&lt;br /&gt;
|-&lt;br /&gt;
| [[Tir]] - #3&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-tir.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-eld.gif]][[Image:R-eld.gif]][[Image:R-eld.gif]]&lt;br /&gt;
| '''Weapon:''' +2 Mana Per Kill&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +2 Mana Per Kill.&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 13&lt;br /&gt;
|-&lt;br /&gt;
| [[Nef]] - #4&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-nef.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-tir.gif]][[Image:R-tir.gif]][[Image:R-tir.gif]]&lt;br /&gt;
| '''Weapon:''' Knockback&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +30 Defense vs. Missile&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 13&lt;br /&gt;
|-&lt;br /&gt;
| [[Eth]] - #5&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-eth.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-nef.gif]][[Image:R-nef.gif]][[Image:R-nef.gif]]&lt;br /&gt;
| '''Weapon:''' -25% Target Defense&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' Regenerate Mana 15%&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Ith]] - #6&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-ith.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-eth.gif]][[Image:R-eth.gif]][[Image:R-eth.gif]]&lt;br /&gt;
| '''Weapon:''' +9 to Maximum Damage&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' 15% Damage Taken Goes to Mana&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Tal]] - #7&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-tal.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-ith.gif]][[Image:R-ith.gif]][[Image:R-ith.gif]]&lt;br /&gt;
| '''Weapon:''' 75 Poison damage over 5 seconds&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +35% Poison Resistance&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 17&lt;br /&gt;
|-&lt;br /&gt;
| [[Ral]] - #8&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-ral.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-tal.gif]][[Image:R-tal.gif]][[Image:R-tal.gif]]&lt;br /&gt;
| '''Weapon:''' +5-30 Fire Damage&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +35% Fire Resistance&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 19&lt;br /&gt;
|-&lt;br /&gt;
| [[Ort]] - #9&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-ort.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-ral.gif]][[Image:R-ral.gif]][[Image:R-ral.gif]]&lt;br /&gt;
| '''Weapon:''' +1-50 Lightning Damage&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +35% Lightning Resistance&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 21&lt;br /&gt;
|-&lt;br /&gt;
| [[Thul]] - #10&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-thul.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-ort.gif]][[Image:R-ort.gif]][[Image:R-ort.gif]]&lt;br /&gt;
| '''Weapon:''' +3-14 Cold Damage (Cold Length 3 seconds)&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +35% Cold Resistance&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 23&lt;br /&gt;
|-&lt;br /&gt;
| [[Amn]] - #11&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-amn.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-thul.gif]][[Image:R-thul.gif]][[Image:R-thul.gif]][[Image:Topaz-chipped.gif]]&lt;br /&gt;
| '''Weapon:''' 7% Life Stolen Per Hit&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' Attacker takes 14 damage&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 25&lt;br /&gt;
|-&lt;br /&gt;
| [[Sol]] - #12&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-sol.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-amn.gif]][[Image:R-amn.gif]][[Image:R-amn.gif]][[Image:Amethyst-chipped.gif]]&lt;br /&gt;
| '''Weapon:''' +9 to Minimum Damage&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' -7 Damage Taken&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 27&lt;br /&gt;
|-&lt;br /&gt;
| [[Shael]] - #13&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-shae.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-sol.gif]][[Image:R-sol.gif]][[Image:R-sol.gif]][[Image:Sapphire-chipped.gif]]&lt;br /&gt;
| '''Weapon:''' Faster Attack Rate (+20)&amp;lt;br /&amp;gt;'''Armor/Helm:''' Faster Hit Recovery (+20)&amp;lt;br /&amp;gt;'''Shields:''' Faster Block Rate (+20)&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 29&lt;br /&gt;
|-&lt;br /&gt;
| [[Dol]] - #14&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-dol.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-shae.gif]][[Image:R-shae.gif]][[Image:R-shae.gif]][[Image:Ruby-chipped.gif]]&lt;br /&gt;
| '''Weapon:''' 25% Chance that Hit Causes Monster to Flee&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +7 Replenish Life&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 31&lt;br /&gt;
|-&lt;br /&gt;
| [[Hel]] - #15&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-hel.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-dol.gif]][[Image:R-dol.gif]][[Image:R-dol.gif]][[Image:Emerald-chipped.gif]]&lt;br /&gt;
| '''Weapon:''' -20% Requirements&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' -15% Requirements&amp;lt;br /&amp;gt; '''Ilvl:''' 33 '''Clvl Required:''' None (All other runes have their Character Level requirement equal to their Item Level)&lt;br /&gt;
|-&lt;br /&gt;
| [[Io]] #16&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-io_po.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-hel.gif]][[Image:R-hel.gif]][[Image:R-hel.gif]][[Image:Diamond-chipped.gif]]&lt;br /&gt;
| '''Weapon:''' +10 Vitality&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +10 Vitality&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 35&lt;br /&gt;
|-&lt;br /&gt;
| [[Lum]] - #17&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-lum.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-io_po.gif]][[Image:R-io_po.gif]][[Image:R-io_po.gif]][[Image:Topaz-flawed.gif]]&lt;br /&gt;
| '''Weapon:''' +10 Energy&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +10 Energy&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 37&lt;br /&gt;
|-&lt;br /&gt;
| [[Ko]] - #18&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-ko.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-lum.gif]][[Image:R-lum.gif]][[Image:R-lum.gif]][[Image:Amethyst-flawed.gif]]&lt;br /&gt;
| '''Weapon:''' +10 Dexterity&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +10 Dexterity&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 39&lt;br /&gt;
|-&lt;br /&gt;
| [[Fal]] - #19&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-fal.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-ko.gif]][[Image:R-ko.gif]][[Image:R-ko.gif]][[Image:Sapphire-flawed.gif]]&lt;br /&gt;
| '''Weapon:''' +10 Strength&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +10 Strength&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 41&lt;br /&gt;
|-&lt;br /&gt;
| [[Lem]] - #20&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-lem.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-fal.gif]][[Image:R-fal.gif]][[Image:R-fal.gif]][[Image:Ruby-flawed.gif]]&lt;br /&gt;
| '''Weapon:''' +75% Extra Gold from Monsters&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +50% Extra Gold from Monsters&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 43&lt;br /&gt;
|-&lt;br /&gt;
| [[Pul]] - #21&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-pul.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-lem.gif]][[Image:R-lem.gif]][[Image:R-lem.gif]][[Image:Emerald-flawed.gif]]&lt;br /&gt;
| '''Weapon:''' +75% Damage to Demons, +100 AR against Demons&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:'''+30% Defense&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 45&lt;br /&gt;
|-&lt;br /&gt;
| [[Um]] - #22&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-um.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-pul.gif]][[Image:R-pul.gif]][[Image:Diamond-flawed.gif]]&lt;br /&gt;
| '''Weapon:''' 25% Chance of Open Wounds&amp;lt;br /&amp;gt;'''Armor/Helm:''' +15% Resist All&amp;lt;br /&amp;gt;'''Shields:''' +22% Resist All&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 47&lt;br /&gt;
|-&lt;br /&gt;
| [[Mal]] - #23&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-mal.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-um.gif]][[Image:R-um.gif]][[Image:Topaz-normal.gif]]&lt;br /&gt;
| '''Weapon:''' Prevent Monster Healing&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' Reduce Magic Damage by 7&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 49&lt;br /&gt;
|-&lt;br /&gt;
| [[Ist]] - #24&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-ist.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-mal.gif]][[Image:R-mal.gif]][[Image:Amethyst-normal.gif]]&lt;br /&gt;
| '''Weapon:''' +30% Better Chance of Finding Magical Items&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +25% Better Chance of Finding Magical Items&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 51&lt;br /&gt;
|-&lt;br /&gt;
| [[Gul]] - #25&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-gul.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-ist.gif]][[Image:R-ist.gif]][[Image:Sapphire-normal.gif]]&lt;br /&gt;
| '''Weapon:''' +20% AR&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +5 to Max Resist Poison&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 53&lt;br /&gt;
|-&lt;br /&gt;
| [[Vex]] - #26&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-vex.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-gul.gif]][[Image:R-gul.gif]][[Image:Ruby-normal.gif]]&lt;br /&gt;
| '''Weapon:''' 7% Mana Leech&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +5 to Max Fire Resist&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 55&lt;br /&gt;
|-&lt;br /&gt;
| [[Ohm]] - #27&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-ohm.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-vex.gif]][[Image:R-vex.gif]][[Image:Emerald-normal.gif]]&lt;br /&gt;
| '''Weapon:''' +50% Damage&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +5 to Max. Resist Cold&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 57&lt;br /&gt;
|-&lt;br /&gt;
| [[Lo]] - #28&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-lo.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-ohm.gif]][[Image:R-ohm.gif]][[Image:Diamond-normal.gif]]&lt;br /&gt;
| '''Weapon:''' 20% Chance of Deadly Strike&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +5 to Max. Resist Lightning&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 59&lt;br /&gt;
|-&lt;br /&gt;
| [[Sur]] - #29&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-sur.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-lo.gif]][[Image:R-lo.gif]][[Image:Topaz-flawless.gif]]&lt;br /&gt;
| '''Weapon:''' 20% Chance of Hit Blinds Target&amp;lt;br /&amp;gt;'''Armor/Helm:''' +5% total Mana&amp;lt;br /&amp;gt;'''Shields:''' +50 Mana&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 61&lt;br /&gt;
|-&lt;br /&gt;
| [[Ber]] - #30&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-ber.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-sur.gif]][[Image:R-sur.gif]][[Image:Amethyst-flawless.gif]]&lt;br /&gt;
| '''Weapon:''' 20% Chance of Crushing Blow&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' Damage Reduced by 8%&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 63&lt;br /&gt;
|-&lt;br /&gt;
| [[Jah]] - #31&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-jo.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-ber.gif]][[Image:R-ber.gif]][[Image:Sapphire-flawless.gif]]&lt;br /&gt;
| '''Weapon:''' Ignores Target Defense&amp;lt;br /&amp;gt;'''Armor/Helm:''' +5% of total Hit Points&amp;lt;br /&amp;gt;'''Shields:''' +50 Hit Points&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 65&lt;br /&gt;
|-&lt;br /&gt;
| [[Cham]] - #32&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-cham.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-jo.gif]][[Image:R-jo.gif]][[Image:Ruby-flawless.gif]]&lt;br /&gt;
| '''Weapon:''' 32% Chance of Hit Freezing Target for 3 seconds&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' Cannot be Frozen&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 67&lt;br /&gt;
|-&lt;br /&gt;
| [[Zod]] - #33&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-zod.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-cham.gif]][[Image:R-cham.gif]][[Image:Emerald-flawless.gif]]&lt;br /&gt;
| '''Weapon:''' Indestructible&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' Indestructible&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 69&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Eld]]: +75% Enhanced damage = 175% Damage. The game writes this both ways at times. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Items}}&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Rune_list&amp;diff=25611</id>
		<title>Rune list</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Rune_list&amp;diff=25611"/>
				<updated>2011-11-17T17:49:43Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Replaced parenthesized text in [Hel Rune] description&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Item navbox|{{Runes}}}}This is the '''list''' of all the [[runes]] in Diablo II [[Expansion]]. Runes only impart their stats once they are socketed into an item. Also see [[runes]] and [[runewords]].&lt;br /&gt;
&lt;br /&gt;
* To upgrade runes you are required to use 2 or 3 runes (plus a gem) of the level below the one you want to create in order to make 1 rune of the wanted rank. Recipes listed below.&lt;br /&gt;
* All Runes have the same stats when in a [[Helm]] or [[Body Armor|Armor]], and only two have different when in [[Shield]]s.&lt;br /&gt;
* [[Ilvl]]: A monster must be this level to drop the Rune.&lt;br /&gt;
* [[Clvl]]: A character must be this level to equip an item socketed with this rune. Only the [[Hel]] (r15) Rune does not have a Clvl. [[Runewords]] almost always have a Clvl equal to that of the highest level rune in that Runeword.&lt;br /&gt;
* In non-ladder, only upgrading with chipped and three stones works, higher than that you must find.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| width=&amp;quot;80%&amp;quot;&lt;br /&gt;
! colspan=&amp;quot;2&amp;quot; | Rune&lt;br /&gt;
! align=&amp;quot;center&amp;quot; | to Upgrade:&lt;br /&gt;
! Socketed Properties&lt;br /&gt;
|-&lt;br /&gt;
| [[El]] - #1&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-el.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | --&lt;br /&gt;
| '''Weapon:''' +50 AR, +1 Light Radius&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +1 Light Radius, +15 Defense&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 11&lt;br /&gt;
|-&lt;br /&gt;
| [[Eld]] - #2&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-eld.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-el.gif]][[Image:R-el.gif]][[Image:R-el.gif]] &lt;br /&gt;
| '''Weapon:''' +75% Damage vs. Undead, +50 Attack Rating vs. Undead *&amp;lt;br /&amp;gt;'''Armor/Helm:''' Lowers Stamina drain by 15%&amp;lt;br /&amp;gt; '''Shield:''' +7% Blocking&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 11&lt;br /&gt;
|-&lt;br /&gt;
| [[Tir]] - #3&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-tir.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-eld.gif]][[Image:R-eld.gif]][[Image:R-eld.gif]]&lt;br /&gt;
| '''Weapon:''' +2 Mana Per Kill&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +2 Mana Per Kill.&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 13&lt;br /&gt;
|-&lt;br /&gt;
| [[Nef]] - #4&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-nef.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-tir.gif]][[Image:R-tir.gif]][[Image:R-tir.gif]]&lt;br /&gt;
| '''Weapon:''' Knockback&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +30 Defense vs. Missile&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 13&lt;br /&gt;
|-&lt;br /&gt;
| [[Eth]] - #5&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-eth.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-nef.gif]][[Image:R-nef.gif]][[Image:R-nef.gif]]&lt;br /&gt;
| '''Weapon:''' -25% Target Defense&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' Regenerate Mana 15%&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Ith]] - #6&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-ith.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-eth.gif]][[Image:R-eth.gif]][[Image:R-eth.gif]]&lt;br /&gt;
| '''Weapon:''' +9 to Maximum Damage&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' 15% Damage Taken Goes to Mana&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 15&lt;br /&gt;
|-&lt;br /&gt;
| [[Tal]] - #7&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-tal.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-ith.gif]][[Image:R-ith.gif]][[Image:R-ith.gif]]&lt;br /&gt;
| '''Weapon:''' 75 Poison damage over 5 seconds&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +35% Poison Resistance&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 17&lt;br /&gt;
|-&lt;br /&gt;
| [[Ral]] - #8&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-ral.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-tal.gif]][[Image:R-tal.gif]][[Image:R-tal.gif]]&lt;br /&gt;
| '''Weapon:''' +5-30 Fire Damage&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +35% Fire Resistance&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 19&lt;br /&gt;
|-&lt;br /&gt;
| [[Ort]] - #9&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-ort.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-ral.gif]][[Image:R-ral.gif]][[Image:R-ral.gif]]&lt;br /&gt;
| '''Weapon:''' +1-50 Lightning Damage&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +35% Lightning Resistance&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 21&lt;br /&gt;
|-&lt;br /&gt;
| [[Thul]] - #10&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-thul.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-ort.gif]][[Image:R-ort.gif]][[Image:R-ort.gif]]&lt;br /&gt;
| '''Weapon:''' +3-14 Cold Damage (Cold Length 3 seconds)&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +35% Cold Resistance&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 23&lt;br /&gt;
|-&lt;br /&gt;
| [[Amn]] - #11&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-amn.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-thul.gif]][[Image:R-thul.gif]][[Image:R-thul.gif]][[Image:Topaz-chipped.gif]]&lt;br /&gt;
| '''Weapon:''' 7% Life Stolen Per Hit&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' Attacker takes 14 damage&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 25&lt;br /&gt;
|-&lt;br /&gt;
| [[Sol]] - #12&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-sol.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-amn.gif]][[Image:R-amn.gif]][[Image:R-amn.gif]][[Image:Amethyst-chipped.gif]]&lt;br /&gt;
| '''Weapon:''' +9 to Minimum Damage&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' -7 Damage Taken&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 27&lt;br /&gt;
|-&lt;br /&gt;
| [[Shael]] - #13&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-shae.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-sol.gif]][[Image:R-sol.gif]][[Image:R-sol.gif]][[Image:Sapphire-chipped.gif]]&lt;br /&gt;
| '''Weapon:''' Faster Attack Rate (+20)&amp;lt;br /&amp;gt;'''Armor/Helm:''' Faster Hit Recovery (+20)&amp;lt;br /&amp;gt;'''Shields:''' Faster Block Rate (+20)&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 29&lt;br /&gt;
|-&lt;br /&gt;
| [[Dol]] - #14&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-dol.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-shae.gif]][[Image:R-shae.gif]][[Image:R-shae.gif]][[Image:Ruby-chipped.gif]]&lt;br /&gt;
| '''Weapon:''' 25% Chance that Hit Causes Monster to Flee&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +7 Replenish Life&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 31&lt;br /&gt;
|-&lt;br /&gt;
| [[Hel]] - #15&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-hel.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-dol.gif]][[Image:R-dol.gif]][[Image:R-dol.gif]][[Image:Emerald-chipped.gif]]&lt;br /&gt;
| '''Weapon:''' -20% Requirements&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' -15% Requirements&amp;lt;br /&amp;gt; '''Ilvl:''' 33 '''Clvl Required:''' 0 (All other runes have their Character Level requirement equal to their Item Level)&lt;br /&gt;
|-&lt;br /&gt;
| [[Io]] #16&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-io_po.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-hel.gif]][[Image:R-hel.gif]][[Image:R-hel.gif]][[Image:Diamond-chipped.gif]]&lt;br /&gt;
| '''Weapon:''' +10 Vitality&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +10 Vitality&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 35&lt;br /&gt;
|-&lt;br /&gt;
| [[Lum]] - #17&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-lum.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-io_po.gif]][[Image:R-io_po.gif]][[Image:R-io_po.gif]][[Image:Topaz-flawed.gif]]&lt;br /&gt;
| '''Weapon:''' +10 Energy&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +10 Energy&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 37&lt;br /&gt;
|-&lt;br /&gt;
| [[Ko]] - #18&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-ko.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-lum.gif]][[Image:R-lum.gif]][[Image:R-lum.gif]][[Image:Amethyst-flawed.gif]]&lt;br /&gt;
| '''Weapon:''' +10 Dexterity&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +10 Dexterity&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 39&lt;br /&gt;
|-&lt;br /&gt;
| [[Fal]] - #19&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-fal.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-ko.gif]][[Image:R-ko.gif]][[Image:R-ko.gif]][[Image:Sapphire-flawed.gif]]&lt;br /&gt;
| '''Weapon:''' +10 Strength&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +10 Strength&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 41&lt;br /&gt;
|-&lt;br /&gt;
| [[Lem]] - #20&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-lem.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-fal.gif]][[Image:R-fal.gif]][[Image:R-fal.gif]][[Image:Ruby-flawed.gif]]&lt;br /&gt;
| '''Weapon:''' +75% Extra Gold from Monsters&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +50% Extra Gold from Monsters&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 43&lt;br /&gt;
|-&lt;br /&gt;
| [[Pul]] - #21&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-pul.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-lem.gif]][[Image:R-lem.gif]][[Image:R-lem.gif]][[Image:Emerald-flawed.gif]]&lt;br /&gt;
| '''Weapon:''' +75% Damage to Demons, +100 AR against Demons&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:'''+30% Defense&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 45&lt;br /&gt;
|-&lt;br /&gt;
| [[Um]] - #22&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-um.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-pul.gif]][[Image:R-pul.gif]][[Image:Diamond-flawed.gif]]&lt;br /&gt;
| '''Weapon:''' 25% Chance of Open Wounds&amp;lt;br /&amp;gt;'''Armor/Helm:''' +15% Resist All&amp;lt;br /&amp;gt;'''Shields:''' +22% Resist All&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 47&lt;br /&gt;
|-&lt;br /&gt;
| [[Mal]] - #23&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-mal.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-um.gif]][[Image:R-um.gif]][[Image:Topaz-normal.gif]]&lt;br /&gt;
| '''Weapon:''' Prevent Monster Healing&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' Reduce Magic Damage by 7&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 49&lt;br /&gt;
|-&lt;br /&gt;
| [[Ist]] - #24&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-ist.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-mal.gif]][[Image:R-mal.gif]][[Image:Amethyst-normal.gif]]&lt;br /&gt;
| '''Weapon:''' +30% Better Chance of Finding Magical Items&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +25% Better Chance of Finding Magical Items&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 51&lt;br /&gt;
|-&lt;br /&gt;
| [[Gul]] - #25&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-gul.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-ist.gif]][[Image:R-ist.gif]][[Image:Sapphire-normal.gif]]&lt;br /&gt;
| '''Weapon:''' +20% AR&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +5 to Max Resist Poison&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 53&lt;br /&gt;
|-&lt;br /&gt;
| [[Vex]] - #26&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-vex.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-gul.gif]][[Image:R-gul.gif]][[Image:Ruby-normal.gif]]&lt;br /&gt;
| '''Weapon:''' 7% Mana Leech&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +5 to Max Fire Resist&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 55&lt;br /&gt;
|-&lt;br /&gt;
| [[Ohm]] - #27&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-ohm.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-vex.gif]][[Image:R-vex.gif]][[Image:Emerald-normal.gif]]&lt;br /&gt;
| '''Weapon:''' +50% Damage&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +5 to Max. Resist Cold&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 57&lt;br /&gt;
|-&lt;br /&gt;
| [[Lo]] - #28&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-lo.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-ohm.gif]][[Image:R-ohm.gif]][[Image:Diamond-normal.gif]]&lt;br /&gt;
| '''Weapon:''' 20% Chance of Deadly Strike&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' +5 to Max. Resist Lightning&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 59&lt;br /&gt;
|-&lt;br /&gt;
| [[Sur]] - #29&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-sur.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-lo.gif]][[Image:R-lo.gif]][[Image:Topaz-flawless.gif]]&lt;br /&gt;
| '''Weapon:''' 20% Chance of Hit Blinds Target&amp;lt;br /&amp;gt;'''Armor/Helm:''' +5% total Mana&amp;lt;br /&amp;gt;'''Shields:''' +50 Mana&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 61&lt;br /&gt;
|-&lt;br /&gt;
| [[Ber]] - #30&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-ber.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-sur.gif]][[Image:R-sur.gif]][[Image:Amethyst-flawless.gif]]&lt;br /&gt;
| '''Weapon:''' 20% Chance of Crushing Blow&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' Damage Reduced by 8%&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 63&lt;br /&gt;
|-&lt;br /&gt;
| [[Jah]] - #31&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-jo.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-ber.gif]][[Image:R-ber.gif]][[Image:Sapphire-flawless.gif]]&lt;br /&gt;
| '''Weapon:''' Ignores Target Defense&amp;lt;br /&amp;gt;'''Armor/Helm:''' +5% of total Hit Points&amp;lt;br /&amp;gt;'''Shields:''' +50 Hit Points&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 65&lt;br /&gt;
|-&lt;br /&gt;
| [[Cham]] - #32&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-cham.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-jo.gif]][[Image:R-jo.gif]][[Image:Ruby-flawless.gif]]&lt;br /&gt;
| '''Weapon:''' 32% Chance of Hit Freezing Target for 3 seconds&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' Cannot be Frozen&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 67&lt;br /&gt;
|-&lt;br /&gt;
| [[Zod]] - #33&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:R-zod.gif]]&lt;br /&gt;
| align=&amp;quot;center&amp;quot; | [[Image:R-cham.gif]][[Image:R-cham.gif]][[Image:Emerald-flawless.gif]]&lt;br /&gt;
| '''Weapon:''' Indestructible&amp;lt;br /&amp;gt;'''Armor/Helm/Shield:''' Indestructible&amp;lt;br /&amp;gt;'''Ilvl/Clvl Required:''' 69&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* [[Eld]]: +75% Enhanced damage = 175% Damage. The game writes this both ways at times. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runes]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Items}}&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Holy_Thunder&amp;diff=25604</id>
		<title>Holy Thunder</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Holy_Thunder&amp;diff=25604"/>
				<updated>2011-11-13T18:59:04Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: removed text &amp;quot;, and best made in a 4-socket scepters.&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Holy Thunder, made from [[Eth]], [[Ral]], [[Ort]], and [[Tal]]. Suitable for low level [[Paladin]]s.&lt;br /&gt;
&lt;br /&gt;
[[Image:holy-thunder_EthRalOrtTal.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Holy Thunder]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''EthRalOrtTal''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Eth]] (6) + [[Ral]] (8) + [[Ort]] (9) + [[Tal]] (7)&amp;lt;br&amp;gt;&lt;br /&gt;
Scepters {4}&amp;lt;br&amp;gt; Clvl Required: 23&lt;br /&gt;
| Level 7 [[Chain Lightning]] (60 charges)&amp;lt;br&amp;gt;&lt;br /&gt;
-25% Target Defense&amp;lt;br&amp;gt;&lt;br /&gt;
+60% Enhanced Damage&amp;lt;br&amp;gt;&lt;br /&gt;
+75 Poison Damage over 7 secs&amp;lt;br&amp;gt;&lt;br /&gt;
+5% Maximum Lightning Resistance&amp;lt;br&amp;gt;&lt;br /&gt;
+60% Lightning Resistance&amp;lt;br&amp;gt;&lt;br /&gt;
+21-110 Lightning Damage&amp;lt;br&amp;gt;&lt;br /&gt;
+5-30 Fire Damage&amp;lt;br&amp;gt;&lt;br /&gt;
+3 to [[Holy Shock]]&amp;lt;br&amp;gt;&lt;br /&gt;
150% Damage vs. Undead&lt;br /&gt;
| See it [[Holy Thunder|here]]. &lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Holy_Thunder&amp;diff=25603</id>
		<title>Holy Thunder</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Holy_Thunder&amp;diff=25603"/>
				<updated>2011-11-13T18:57:46Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: added parentheses to text (60 Charges)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Holy Thunder, made from [[Eth]], [[Ral]], [[Ort]], and [[Tal]]. Suitable for low level [[Paladin]]s, and best made in a 4-socket scepters.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:holy-thunder_EthRalOrtTal.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Holy Thunder]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''EthRalOrtTal''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Eth]] (6) + [[Ral]] (8) + [[Ort]] (9) + [[Tal]] (7)&amp;lt;br&amp;gt;&lt;br /&gt;
Scepters {4}&amp;lt;br&amp;gt; Clvl Required: 23&lt;br /&gt;
| Level 7 [[Chain Lightning]] (60 charges)&amp;lt;br&amp;gt;&lt;br /&gt;
-25% Target Defense&amp;lt;br&amp;gt;&lt;br /&gt;
+60% Enhanced Damage&amp;lt;br&amp;gt;&lt;br /&gt;
+75 Poison Damage over 7 secs&amp;lt;br&amp;gt;&lt;br /&gt;
+5% Maximum Lightning Resistance&amp;lt;br&amp;gt;&lt;br /&gt;
+60% Lightning Resistance&amp;lt;br&amp;gt;&lt;br /&gt;
+21-110 Lightning Damage&amp;lt;br&amp;gt;&lt;br /&gt;
+5-30 Fire Damage&amp;lt;br&amp;gt;&lt;br /&gt;
+3 to [[Holy Shock]]&amp;lt;br&amp;gt;&lt;br /&gt;
150% Damage vs. Undead&lt;br /&gt;
| See it [[Holy Thunder|here]]. &lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Death&amp;diff=25602</id>
		<title>Death</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Death&amp;diff=25602"/>
				<updated>2011-11-13T18:32:46Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: made single line &amp;quot;+50 To Attack Rating Adds 1-50 Lightning Damage&amp;quot; two lines&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Death - From [[Hel]] + [[El]] + [[Vex]] + [[Ort]] + [[Gul]] in Swords &amp;amp; Axes only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Death]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''HelElVexOrtGul''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hel]] (15) + [[El]] (1) + [[Vex]] (26) + [[Ort]] (9) + [[Gul]] (25)&amp;lt;br&amp;gt;&lt;br /&gt;
Swords &amp;amp; Axes {5}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 55&lt;br /&gt;
| 100% Chance To Cast Level 44 [[Chain Lightning]] When You Die&amp;lt;br&amp;gt;&lt;br /&gt;
25% Chance To Cast Level 18 [[Glacial Spike]] On Attack&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible&amp;lt;br&amp;gt;&lt;br /&gt;
+300-385% Enhanced Damage (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
20% Bonus To Attack Rating&amp;lt;br&amp;gt;&lt;br /&gt;
+50 To Attack Rating&amp;lt;br&amp;gt;&lt;br /&gt;
Adds 1-50 Lightning Damage&amp;lt;br&amp;gt;&lt;br /&gt;
7% Mana Stolen Per Hit&amp;lt;br&amp;gt;&lt;br /&gt;
50% Chance of Crushing Blow&amp;lt;br&amp;gt;&lt;br /&gt;
+(0.5 per Character Level) 0.5-49.5% Deadly Strike (Based on Character Level)&amp;lt;br&amp;gt;&lt;br /&gt;
+1 To Light Radius&amp;lt;br&amp;gt;&lt;br /&gt;
Level 22 [[Blood Golem]] (15 Charges)&amp;lt;br&amp;gt; &lt;br /&gt;
Requirements -20%&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=File:Nightsmoke.jpg&amp;diff=25600</id>
		<title>File:Nightsmoke.jpg</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=File:Nightsmoke.jpg&amp;diff=25600"/>
				<updated>2011-11-11T17:19:43Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Horizon%27s_Tornado&amp;diff=25260</id>
		<title>Horizon's Tornado</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Horizon%27s_Tornado&amp;diff=25260"/>
				<updated>2011-10-29T22:52:15Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: made word &amp;quot;Tornado&amp;quot; a link&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
'''Horizon's Tornado''' is a one-handed elite [[Unique Maces|Unique Mace]] with an item level of 72 and a Character Level requirement of 64. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
__TOC__&lt;br /&gt;
==Notes==&lt;br /&gt;
Wielded in the hands of a skilled fighter, even the simplest piece of corded wood can be deadly. Maces can range from a rudimentary wooden club down to heavy metallic-banded cudgels. In all its forms, however, clubs are designed to simply bludgeon opponents to death, breaking limbs and crushing bones. Clubs are its most effective when used against the undead monsters such as skeletons and dried corpses, who cannot reverse the effects of broken bones.&lt;br /&gt;
&lt;br /&gt;
* In 1.10 of the Expansion the odds of gambling a Unique is 1 in 2000.&lt;br /&gt;
* Elite Uniques are found only in the Diablo II Expansion, not in Diablo II Classic.&lt;br /&gt;
* All blunt weapons (including maces and mauls) have +50% Damage vs Undead.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Key==&lt;br /&gt;
* [[Item Level]]: Chests and monsters must be at least this level to drop the item. Ilvl is used in gambling, sales and other calculations as well. &lt;br /&gt;
* [[Clvl]] Req: Your character must be this level or higher to equip the item. No [[Uniques]] had Clvl requirements prior to v1.07 D2. &lt;br /&gt;
{{Weapon notes}}&lt;br /&gt;
&lt;br /&gt;
==v1.10+ Stats==&lt;br /&gt;
{{Unique weapon header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| class=&amp;quot;red&amp;quot; | [[Image:mace-scourge.jpg|center]]&lt;br /&gt;
| '''[[Horizon's Tornado]]'''&amp;lt;br&amp;gt; [[Scourge]]&lt;br /&gt;
| 140.25-161.5 Avg Dmg 1H&amp;lt;br&amp;gt; 13.2-15.2 - 267.3-307.8&amp;lt;br&amp;gt; 65 Durability&amp;lt;br&amp;gt; 100 Str Required&amp;lt;br&amp;gt; 62 Dex Required&amp;lt;br&amp;gt; Item Level: 72&amp;lt;br&amp;gt; Clvl Req: 64&lt;br /&gt;
| +230-280% Enhanced Damage&amp;lt;br&amp;gt; +50% Increased Attack Speed&amp;lt;br&amp;gt; Slows Target by 20%&amp;lt;br&amp;gt; 20% Chance to cast level 15 [[Tornado]] on striking&amp;lt;br&amp;gt; Requirements -20%&lt;br /&gt;
| Weapon Speed: -10&lt;br /&gt;
|- &lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2 items navbox|Unique_weapons3}}&lt;br /&gt;
[[category:unique Maces]]&lt;br /&gt;
[[category:unique Weapons]]&lt;br /&gt;
[[category:Uniques]]&lt;br /&gt;
[[category:Weapons]]&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Zephyr&amp;diff=25253</id>
		<title>Zephyr</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Zephyr&amp;diff=25253"/>
				<updated>2011-10-28T19:32:52Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Zephyr, made from [[Ort]] and [[Eth]], in that order.  This works in two-socket bows and crossbows.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:zephyr_OrtEth.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Zephyr]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''OrtEth''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ort]] (9) + [[Eth]] (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Bows &amp;amp; Xbows {2}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 21&lt;br /&gt;
| 7% Chance to Cast Slvl 1 [[Twister]] When Struck&amp;lt;br&amp;gt;&lt;br /&gt;
+33% Enhanced Damage&amp;lt;br&amp;gt;&lt;br /&gt;
+1-50 lightning damage&amp;lt;br&amp;gt;&lt;br /&gt;
Increased Attack Speed (25)&amp;lt;br&amp;gt;&lt;br /&gt;
-25% Target Defense&amp;lt;br&amp;gt;&lt;br /&gt;
Faster Run (25)&amp;lt;br&amp;gt;&lt;br /&gt;
+25 Defense&amp;lt;br&amp;gt;&lt;br /&gt;
+66 Attack Rating&lt;br /&gt;
| See it [[Zephyr|here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Wrath&amp;diff=25252</id>
		<title>Wrath</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Wrath&amp;diff=25252"/>
				<updated>2011-10-28T19:32:09Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Wrath - From [[Pul]] + [[Lum]] + [[Ber]] + [[Mal]] in Missile Weapons only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Wrath]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''PulLumBerMal''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Pul]] (21) + [[Lum]] (17) + [[Ber]] (30) + [[Mal]] (23)&amp;lt;br&amp;gt;&lt;br /&gt;
Missile Weapons {4}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 63&lt;br /&gt;
| 30% Chance To Cast Level 1 [[Decrepify]] On Striking&amp;lt;br&amp;gt;&lt;br /&gt;
5% Chance To Cast Level 10 [[Life Tap]] On Striking&amp;lt;br&amp;gt;&lt;br /&gt;
+375% Damage To Demons&amp;lt;br&amp;gt;&lt;br /&gt;
+100 To Attack Rating Against Demons&amp;lt;br&amp;gt;&lt;br /&gt;
+250-300% Damage To Undead (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
Adds 85-120 Magic Damage&amp;lt;br&amp;gt;&lt;br /&gt;
Adds 41-240 Lightning Damage&amp;lt;br&amp;gt;&lt;br /&gt;
20% Chance of Crushing Blow&amp;lt;br&amp;gt;&lt;br /&gt;
Prevent Monster Heal&amp;lt;br&amp;gt;&lt;br /&gt;
+10 To Energy&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot Be Frozen&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Wind&amp;diff=25251</id>
		<title>Wind</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Wind&amp;diff=25251"/>
				<updated>2011-10-28T19:31:42Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Wind - From [[Sur]] + [[El]] in Melee Weapons only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Wind]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''SurEl''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Sur]] (29) + [[El]] (1)&amp;lt;br&amp;gt;&lt;br /&gt;
Melee Weapons {2}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 61&lt;br /&gt;
| 10% Chance To Cast Level 9 [[Tornado]] On Striking&amp;lt;br&amp;gt;&lt;br /&gt;
+20% Faster Run/Walk&amp;lt;br&amp;gt;&lt;br /&gt;
+40% Increased Attack Speed&amp;lt;br&amp;gt;&lt;br /&gt;
+15% Faster Hit Recovery&amp;lt;br&amp;gt;&lt;br /&gt;
+120-160% Enhanced Damage (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
-50% Target Defense&amp;lt;br&amp;gt;&lt;br /&gt;
+50 To Attack Rating&amp;lt;br&amp;gt;&lt;br /&gt;
Hit Blinds Target&amp;lt;br&amp;gt;&lt;br /&gt;
+1 To Light Radius&amp;lt;br&amp;gt;&lt;br /&gt;
Level 13 [[Twister]] (127 Charges)&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=White&amp;diff=25250</id>
		<title>White</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=White&amp;diff=25250"/>
				<updated>2011-10-28T19:31:10Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
White, made from [[Dol]] + [[Io]], in that order.  This works in wands.  Possible in v1.08 and above.&lt;br /&gt;
&lt;br /&gt;
[[Image:white_DolPo.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[White]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''DolIo''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dol]] (14) + [[Io]] (16)&amp;lt;br&amp;gt;&lt;br /&gt;
Wands {2}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 35&lt;br /&gt;
| Hit causes monster to flee 25%&amp;lt;br&amp;gt;&lt;br /&gt;
20% Faster Cast Rate&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Damage Reduced by 4&amp;lt;br&amp;gt;&lt;br /&gt;
+13 to mana&amp;lt;br&amp;gt;&lt;br /&gt;
+10 to vitality&amp;lt;br&amp;gt;&lt;br /&gt;
+3 to [[Necromancer_Poison_and_Bone|Poison and Bone Skills]]&amp;lt;br&amp;gt;&lt;br /&gt;
+4 to [[Skeleton Mastery]]&amp;lt;br&amp;gt;&lt;br /&gt;
+2 to [[Bone Spear]]&amp;lt;br&amp;gt;&lt;br /&gt;
+3 to [[Bone Armor]]&lt;br /&gt;
| See it[[White| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Wealth&amp;diff=25249</id>
		<title>Wealth</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Wealth&amp;diff=25249"/>
				<updated>2011-10-28T19:30:22Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Wealth, made from [[Lem]] + [[Ko]] + [[Tir]], in that order.  This works in all types of Body Armor.  The +12% max durability is from it being Superior Mage Plate.  Possible in v1.08 and above.&lt;br /&gt;
&lt;br /&gt;
One of the most popular runeword armors in the game, this one enables substantial magic and gold find at a not very steep price.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:wealth_LemKoTir.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Wealth]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''LemKoTir''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lem]] (20) + [[Ko]] (18) + [[Tir]] (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Armor {3}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 43&lt;br /&gt;
| 100% Better Chance of Getting Magic Items&amp;lt;br&amp;gt;&lt;br /&gt;
300% Extra Gold From Monsters&amp;lt;br&amp;gt;&lt;br /&gt;
+2 to Mana After Each Kill&amp;lt;br&amp;gt;&lt;br /&gt;
+10 to Dexterity&lt;br /&gt;
| Not a lot of bonuses, but a very large one to magic find and gold. Get rich quick.&amp;lt;br&amp;gt;&lt;br /&gt;
See it [[Wealth| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Armor]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Voice_of_Reason&amp;diff=25248</id>
		<title>Voice of Reason</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Voice_of_Reason&amp;diff=25248"/>
				<updated>2011-10-28T19:29:43Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Voice of Reason - From [[Lem]] + [[Ko]] + [[El]] + [[Eld]] in Maces &amp;amp; Swords only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Voice of Reason]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''LemKoElEld''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lem]] (20) + [[Ko]] (18) + [[El]] (1) + [[Eld]] (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Maces &amp;amp; Swords {4}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 43&lt;br /&gt;
| 15% Chance To Cast Level 13 [[Frozen Orb]] On Striking&amp;lt;br&amp;gt;&lt;br /&gt;
18% Chance To Cast Level 20 [[Ice Blast]] On Striking&amp;lt;br&amp;gt;&lt;br /&gt;
+50 To Attack Rating&amp;lt;br&amp;gt;&lt;br /&gt;
+220-350% Damage To Demons&amp;lt;br&amp;gt;&lt;br /&gt;
+355-375% Damage To Undead (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
+50 To Attack Rating Against Undead&amp;lt;br&amp;gt;&lt;br /&gt;
Adds 100-220 Cold Damage&amp;lt;br&amp;gt;&lt;br /&gt;
-24% To Enemy Cold Resistance&amp;lt;br&amp;gt;&lt;br /&gt;
+10 To Dexterity&amp;lt;br&amp;gt;&lt;br /&gt;
Cannot Be Frozen&amp;lt;br&amp;gt;&lt;br /&gt;
75% Extra Gold From Monsters&amp;lt;br&amp;gt;&lt;br /&gt;
+1 To Light Radius&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Venom_(runeword)&amp;diff=25247</id>
		<title>Venom (runeword)</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Venom_(runeword)&amp;diff=25247"/>
				<updated>2011-10-28T19:29:01Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
'''Venom''' - From [[Tal]] + [[Dol]] + [[Mal]] in all Weapons. Possible in v1.08 and above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Venom (runeword)|Venom]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''TalDolMal''&lt;br /&gt;
&amp;lt;br&amp;gt; [[Tal]] (7) + [[Dol]] (14) + [[Mal]] (23)&amp;lt;br&amp;gt;&lt;br /&gt;
All Weapons {3}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 49&lt;br /&gt;
| 288 Poison Damage Over 6 Seconds&amp;lt;br&amp;gt;&lt;br /&gt;
Hit Causes Monster To Flee 25%&amp;lt;br&amp;gt;&lt;br /&gt;
Prevent Monster Heal&amp;lt;br&amp;gt;&lt;br /&gt;
Ignore Target's Defense&amp;lt;br&amp;gt;&lt;br /&gt;
7% Mana Stolen Per Hit&amp;lt;br&amp;gt;&lt;br /&gt;
Level 15 [[Poison Explosion]] (27 Charges)&amp;lt;br&amp;gt;&lt;br /&gt;
Level 13 [[Poison Nova]] (11 Charges)&lt;br /&gt;
| See it [[Venom_(runeword)|here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Treachery&amp;diff=25246</id>
		<title>Treachery</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Treachery&amp;diff=25246"/>
				<updated>2011-10-28T19:28:00Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Treachery - From [[Shael]] + [[Thul]] + [[Lem]] in Armor only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Treachery]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''ShaelThulLem''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shael]] (13) + [[Thul]] (10) + [[Lem]] (20)&amp;lt;br&amp;gt;&lt;br /&gt;
Armor {3}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 43&lt;br /&gt;
| 5% Chance To Cast Level 15 [[Fade]] When Struck&amp;lt;br&amp;gt;&lt;br /&gt;
25% Chance To Cast level 15 [[Venom (skill)|Venom]] On Striking&amp;lt;br&amp;gt;&lt;br /&gt;
+2 To Assassin Skills&amp;lt;br&amp;gt;&lt;br /&gt;
+45% Increased Attack Speed&amp;lt;br&amp;gt;&lt;br /&gt;
+20% Faster Hit Recovery&amp;lt;br&amp;gt;&lt;br /&gt;
Cold Resist +30%&amp;lt;br&amp;gt;&lt;br /&gt;
50% Extra Gold From Monsters&lt;br /&gt;
| Assassin&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Armor]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Strength_(runeword)&amp;diff=25245</id>
		<title>Strength (runeword)</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Strength_(runeword)&amp;diff=25245"/>
				<updated>2011-10-28T19:27:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Strength, made from [[Amn]] + [[Tir]], in that order.  This works in two-socket melee weapons.  Possible in v1.08 and above.&lt;br /&gt;
&lt;br /&gt;
[[Image:strength_AmnTir.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Strength_(runeword)|Strength]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''AmnTir''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Amn]] (11) + [[Tir]] (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Melee Weapons {2}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 25&lt;br /&gt;
| +35% Enhanced Damage&amp;lt;br&amp;gt;&lt;br /&gt;
25% chance of Crushing Blow&amp;lt;br&amp;gt;&lt;br /&gt;
7% life steal&amp;lt;br&amp;gt;&lt;br /&gt;
+2 mana per kill&amp;lt;br&amp;gt;&lt;br /&gt;
+10 vitality&amp;lt;br&amp;gt;&lt;br /&gt;
+20 strength&lt;br /&gt;
| See it [[Strength_(runeword)|here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Stone&amp;diff=25244</id>
		<title>Stone</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Stone&amp;diff=25244"/>
				<updated>2011-10-28T19:26:36Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Stone - From [[Shael]] + [[Um]] + [[Pul]] + [[Lum]] in armor.  Possible in 1.11 and 1.10.&lt;br /&gt;
&lt;br /&gt;
[[Image:Stone.jpg]]&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Stone]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
ShaelUmPulLum''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shael]] (13) + [[Um]] (22) + [[Pul]] (21) + [[Lum]] (17)&amp;lt;br&amp;gt;&lt;br /&gt;
Armor {4}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 47&lt;br /&gt;
| +60% Faster Hit Recovery&amp;lt;br&amp;gt;&lt;br /&gt;
+250-290% Enhanced Defense (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
+300 Defense Vs. Missile&amp;lt;br&amp;gt;&lt;br /&gt;
+16 To Strength&amp;lt;br&amp;gt;&lt;br /&gt;
+16 To Vitality&amp;lt;br&amp;gt;&lt;br /&gt;
+10 To Energy&amp;lt;br&amp;gt;&lt;br /&gt;
All Resistances +15&amp;lt;br&amp;gt;&lt;br /&gt;
Level 16 [[Molten Boulder]] (80 Charges)&amp;lt;br&amp;gt;&lt;br /&gt;
Level 16 [[Clay Golem]] (16 Charges)&lt;br /&gt;
| See it [[Stone|here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Armor]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Steel&amp;diff=25243</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Steel&amp;diff=25243"/>
				<updated>2011-10-28T19:26:02Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: put &amp;quot;Doesn't Work: ...&amp;quot; in italics&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Steel, made from [[Tir]] + [[El]], in that order.  This works in some two-socket melee weapons.  Possible in v1.08 and above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:steel_TirEl.jpg|center|frame]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Steel]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''TirEl''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tir]] (3) + [[El]] (1)&amp;lt;br&amp;gt;&lt;br /&gt;
Works: Sword, Axe, Mace {2}&amp;lt;br&amp;gt;&lt;br /&gt;
''Doesn't work: Maul, Great Maul, War Hammer, Barbed Club, Partizan, Dagger type''&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 13&lt;br /&gt;
| +20% Enhanced Damage&amp;lt;br&amp;gt;&lt;br /&gt;
+3 Minimum Damage&amp;lt;br&amp;gt;&lt;br /&gt;
+3 Maximum Damage&amp;lt;br&amp;gt;&lt;br /&gt;
+50 Attack Rating&amp;lt;br&amp;gt;&lt;br /&gt;
50% Chance of Open Wounds&amp;lt;br&amp;gt;&lt;br /&gt;
+1 light radius&amp;lt;br&amp;gt;&lt;br /&gt;
+2 mana per kill&amp;lt;br&amp;gt;&lt;br /&gt;
25% Increased Attack Speed&lt;br /&gt;
| See it [[Steel|here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Steel&amp;diff=25242</id>
		<title>Steel</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Steel&amp;diff=25242"/>
				<updated>2011-10-28T19:22:56Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Steel, made from [[Tir]] + [[El]], in that order.  This works in some two-socket melee weapons.  Possible in v1.08 and above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:steel_TirEl.jpg|center|frame]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Steel]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''TirEl''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tir]] (3) + [[El]] (1)&amp;lt;br&amp;gt;&lt;br /&gt;
Works: Sword, Axe, Mace {2}&amp;lt;br&amp;gt;&lt;br /&gt;
Doesn't work: Maul, Great Maul, War Hammer, Barbed Club, Partizan, Dagger type&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 13&lt;br /&gt;
| +20% Enhanced Damage&amp;lt;br&amp;gt;&lt;br /&gt;
+3 Minimum Damage&amp;lt;br&amp;gt;&lt;br /&gt;
+3 Maximum Damage&amp;lt;br&amp;gt;&lt;br /&gt;
+50 Attack Rating&amp;lt;br&amp;gt;&lt;br /&gt;
50% Chance of Open Wounds&amp;lt;br&amp;gt;&lt;br /&gt;
+1 light radius&amp;lt;br&amp;gt;&lt;br /&gt;
+2 mana per kill&amp;lt;br&amp;gt;&lt;br /&gt;
25% Increased Attack Speed&lt;br /&gt;
| See it [[Steel|here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Stealth&amp;diff=25241</id>
		<title>Stealth</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Stealth&amp;diff=25241"/>
				<updated>2011-10-28T19:22:16Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Stealth, made from [[Tal]] + [[Eth]], in that order.  This works in body Armor.  Possible in v1.08 and above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:stealth_TalEth.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Stealth]]'''&lt;br /&gt;
&amp;lt;br&amp;gt;''TalEth''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tal]] (7) + [[Eth]] (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Armor {2}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 17&lt;br /&gt;
| 25% Faster Casting Rate&amp;lt;br&amp;gt;&lt;br /&gt;
25% Faster Hit Recovery&amp;lt;br&amp;gt;&lt;br /&gt;
25% Faster run/walk speed&amp;lt;br&amp;gt;&lt;br /&gt;
-3 magical damage taken&amp;lt;br&amp;gt;&lt;br /&gt;
+15% Mana Regeneration Rate&amp;lt;br&amp;gt;&lt;br /&gt;
+30% Poison Resistance&amp;lt;br&amp;gt;&lt;br /&gt;
+15% Maximum Stamina&amp;lt;br&amp;gt;&lt;br /&gt;
+6 Dexterity&lt;br /&gt;
| See it [[Stealth|here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Armor]]&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Splendor&amp;diff=25240</id>
		<title>Splendor</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Splendor&amp;diff=25240"/>
				<updated>2011-10-28T19:21:50Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Splendor - From [[Eth]] + [[Lum]] in Shields only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Splendor_Troll_Nest.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Splendor]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''EthLum''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Eth]] (5) + [[Lum]] (17)&amp;lt;br&amp;gt;&lt;br /&gt;
Shields {2}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 37&lt;br /&gt;
| +1 To All Skills&amp;lt;br&amp;gt;&lt;br /&gt;
+10% Faster Cast Rate&amp;lt;br&amp;gt;&lt;br /&gt;
+20% Faster Block Rate&amp;lt;br&amp;gt;&lt;br /&gt;
+60-100% Enhanced Defense (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
+10 To Energy&amp;lt;br&amp;gt;&lt;br /&gt;
Regenerate Mana 15%&amp;lt;br&amp;gt;&lt;br /&gt;
50% Extra Gold From Monsters&amp;lt;br&amp;gt;&lt;br /&gt;
20% Better Chance of Getting Magic Items&amp;lt;br&amp;gt;&lt;br /&gt;
+3 To Light Radius&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Shields]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Spirit&amp;diff=25239</id>
		<title>Spirit</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Spirit&amp;diff=25239"/>
				<updated>2011-10-28T19:19:45Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Spirit, made from [[Tal]] (7) + [[Thul]] (10) + [[Ort]] (9) + [[Amn]] (11) in any four socket shield. &lt;br /&gt;
&lt;br /&gt;
[[Image:Spirit_Protector_Shield.jpg]]&lt;br /&gt;
&lt;br /&gt;
Shield had +34% res all.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Spirit]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''TalThulOrtAmn''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Tal]] (7) + [[Thul]] (10) + [[Ort]] (9) + [[Amn]] (11)&amp;lt;br&amp;gt;&lt;br /&gt;
Shields &amp;amp; Swords {4}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 25&amp;lt;br&amp;gt;&lt;br /&gt;
| '''Both'''&amp;lt;br&amp;gt;&lt;br /&gt;
+2 To All Skills&amp;lt;br&amp;gt;&lt;br /&gt;
+25-35% Faster Cast Rate (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
+55% Faster Hit Recovery&amp;lt;br&amp;gt;&lt;br /&gt;
+22 To Vitality&amp;lt;br&amp;gt;&lt;br /&gt;
+250 Defense Vs. Missile&amp;lt;br&amp;gt;&lt;br /&gt;
+89-112 To Mana (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
+3-8 Magic Absorb (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Shields'''&amp;lt;br&amp;gt;&lt;br /&gt;
Cold Resist +35%&amp;lt;br&amp;gt;&lt;br /&gt;
Lightning Resist +35%&amp;lt;br&amp;gt;&lt;br /&gt;
Poison Resist +35%&amp;lt;br&amp;gt;&lt;br /&gt;
Attacker Takes Damage of 14&amp;lt;br&amp;gt;&lt;br /&gt;
'''Swords'''&amp;lt;br&amp;gt;&lt;br /&gt;
Adds 1-50 Lightning Damage&amp;lt;br&amp;gt;&lt;br /&gt;
Adds 3-14 Cold Damage 3 Second Duration (Normal)&amp;lt;br&amp;gt;&lt;br /&gt;
+75 Poison Damage Over 5 Seconds&amp;lt;br&amp;gt;&lt;br /&gt;
7% Life Stolen Per Hit&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Shields]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Smoke&amp;diff=25238</id>
		<title>Smoke</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Smoke&amp;diff=25238"/>
				<updated>2011-10-28T19:19:01Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Smoke, made from [[Nef]] and [[Lum]], in that order.  This should work in all types of two-socket body armor.  Possible in v1.08 and above.&lt;br /&gt;
&lt;br /&gt;
One of the easiest ways to add a big resistance bonus, with just one mid-level rune required.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:smoke_NefLum.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Smoke]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''NefLum''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nef]] (4) + [[Lum]] (17)&amp;lt;br&amp;gt;&lt;br /&gt;
Armor {2}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 37&lt;br /&gt;
| Level 6 [[Weaken]], 18 charges&amp;lt;br&amp;gt;&lt;br /&gt;
+20% Faster Hit Recovery&amp;lt;br&amp;gt;&lt;br /&gt;
-1 to Light Radius&amp;lt;br&amp;gt;&lt;br /&gt;
+75% Enhanced Defense&amp;lt;br&amp;gt;&lt;br /&gt;
+50% to all Resistances&amp;lt;br&amp;gt;&lt;br /&gt;
+280 Defense vs. Missiles&amp;lt;br&amp;gt;&lt;br /&gt;
+10 to Energy&lt;br /&gt;
| See it [[Smoke|here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Armor]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Silence&amp;diff=25237</id>
		<title>Silence</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Silence&amp;diff=25237"/>
				<updated>2011-10-28T19:18:23Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Silence, made from [[Dol]] + [[Eld]] + [[Hel]] + [[Ist]] + [[Tir]] + [[Vex]], in that order.  This is a crossbow, but this recipe works in all types of weapons.  Possible in v1.08 and above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:silence_xbow.jpg]]&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Silence]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''DolEldHelIstTirVex''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dol]] (14) + [[Eld]] (2) + [[Hel]] (15) + [[Ist]] (24) + [[Tir]] (3) + [[Vex]] (26) &amp;lt;br&amp;gt;&lt;br /&gt;
All Weapons {6}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 55&lt;br /&gt;
| +200% Enhanced Damage&amp;lt;br&amp;gt;&lt;br /&gt;
175% Damage vs. Undead&amp;lt;br&amp;gt;&lt;br /&gt;
+50 to Attack Rating Against Undead&amp;lt;br&amp;gt;&lt;br /&gt;
11% Mana Steal&amp;lt;br&amp;gt;&lt;br /&gt;
Hit Blinds Target&amp;lt;br&amp;gt;&lt;br /&gt;
20% Faster Hit Recovery&amp;lt;br&amp;gt;&lt;br /&gt;
+2 to All Skills&amp;lt;br&amp;gt;&lt;br /&gt;
All Resistances +75&amp;lt;br&amp;gt;&lt;br /&gt;
20% Increased Attack Speed&amp;lt;br&amp;gt;&lt;br /&gt;
+2 to Mana After Each Kill&amp;lt;br&amp;gt;&lt;br /&gt;
Hit Causes Monster to Flee 25%&amp;lt;br&amp;gt;&lt;br /&gt;
Requirements -20%&amp;lt;br&amp;gt;&lt;br /&gt;
30% Better Magic Find&lt;br /&gt;
| See it [[Silence|here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Sanctuary_(runeword)&amp;diff=25236</id>
		<title>Sanctuary (runeword)</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Sanctuary_(runeword)&amp;diff=25236"/>
				<updated>2011-10-28T19:17:39Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Sanctuary runeword - From [[Ko]] + [[Ko]] + [[Mal]] in shields. Possible in 1.11 and 1.10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Sanctuary.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Sanctuary_(runeword)|Sanctuary]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''KoKoMal''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ko]] (18) + [[Ko]] (18) + [[Mal]] (23)&amp;lt;br&amp;gt;&lt;br /&gt;
Shields {3}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 49&lt;br /&gt;
| +20% Faster Hit Recovery&amp;lt;br&amp;gt;&lt;br /&gt;
+20% Faster Block Rate&amp;lt;br&amp;gt;&lt;br /&gt;
20% Increased Chance of Blocking&amp;lt;br&amp;gt;&lt;br /&gt;
+130-160% Enhanced Defense (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
+250 Defense vs. Missile&amp;lt;br&amp;gt;&lt;br /&gt;
+20 To Dexterity&amp;lt;br&amp;gt;&lt;br /&gt;
All Resistances +50-70 (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Damage Reduced By 7&amp;lt;br&amp;gt; &lt;br /&gt;
Level 12 [[Slow Missiles]] (60 Charges)&lt;br /&gt;
| See it [[Sanctuary_(runeword)|here]]&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Shields]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Rift&amp;diff=25235</id>
		<title>Rift</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Rift&amp;diff=25235"/>
				<updated>2011-10-28T19:16:25Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Rift - From [[Hel]] + [[Ko]] + [[Lem]] + [[Gul]] in Polearms &amp;amp; Scepters only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Rift]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''HelKoLemGul''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hel]] (15) + [[Ko]] (18) + [[Lem]] (20) + [[Gul]] (25)&amp;lt;br&amp;gt;&lt;br /&gt;
Polearms &amp;amp; Scepters {4}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 53&lt;br /&gt;
| 20% Chance To Cast Level 16 [[Tornado]] On Striking&amp;lt;br&amp;gt;&lt;br /&gt;
16% Chance To Cast Level 21 [[Frozen Orb]] On Attack&amp;lt;br&amp;gt;&lt;br /&gt;
20% Bonus To Attack Rating&amp;lt;br&amp;gt;&lt;br /&gt;
Adds 160-250 Magic Damage&amp;lt;br&amp;gt;&lt;br /&gt;
Adds 60-180 Fire Damage&amp;lt;br&amp;gt;&lt;br /&gt;
+5-10 To All Stats (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
+10 To Dexterity&amp;lt;br&amp;gt;&lt;br /&gt;
38% Damage Taken Goes To Mana&amp;lt;br&amp;gt;&lt;br /&gt;
75% Extra Gold From Monsters&amp;lt;br&amp;gt;&lt;br /&gt;
Level 15 [[Iron Maiden]] (40 Charges)&amp;lt;br&amp;gt;&lt;br /&gt;
Requirements -20%&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Rhyme&amp;diff=25234</id>
		<title>Rhyme</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Rhyme&amp;diff=25234"/>
				<updated>2011-10-28T19:15:45Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Rhyme, made from [[Shael]] and [[Eth]], in that order.  This should work in all types of two-socket shields.  Possible in v1.08 and above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:ryhme_ShaeEth.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Rhyme]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''ShaelEth''&amp;lt;br&amp;gt; &lt;br /&gt;
[[Shael]] (13) + [[Eth]] (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Shields (All types) {2}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 29&lt;br /&gt;
| Cannot be Frozen&amp;lt;br&amp;gt;&lt;br /&gt;
40% Faster Block Rate&amp;lt;br&amp;gt;&lt;br /&gt;
20% Increased Chance of Blocking&amp;lt;br&amp;gt;&lt;br /&gt;
Regenerate Mana 15%&amp;lt;br&amp;gt;&lt;br /&gt;
+25% to all Resistances&amp;lt;br&amp;gt;&lt;br /&gt;
+25% to Magic Find&amp;lt;br&amp;gt;&lt;br /&gt;
+50% Extra Gold from Monsters&lt;br /&gt;
| One of the more useful, inexpensive runewords. Popular for javazons, sorceresses, necromancers, and others not in need of massive defense.&amp;lt;br&amp;gt;&lt;br /&gt;
See it [[Rhyme|here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Shields]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Rain&amp;diff=25233</id>
		<title>Rain</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Rain&amp;diff=25233"/>
				<updated>2011-10-28T19:15:04Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Rain - From [[Ort]] + [[Mal]] + [[Ith]] in Armor only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Rain]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''OrtMalIth''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ort]] (9) + [[Mal]] (23) + [[Ith]] (6)&amp;lt;br&amp;gt;&lt;br /&gt;
Armor {3}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 49&lt;br /&gt;
| 5% Chance To Cast Level 15 [[Cyclone Armor]] When Struck&amp;lt;br&amp;gt;&lt;br /&gt;
5% Chance To Cast Level 15 [[Twister]] On Striking&amp;lt;br&amp;gt;&lt;br /&gt;
+2 To Druid Skills&amp;lt;br&amp;gt;&lt;br /&gt;
+100-150 To Mana (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
Lightning Resist +30%&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Damage Reduced By 7&amp;lt;br&amp;gt;&lt;br /&gt;
15% Damage Taken Goes to Mana&lt;br /&gt;
| Druid&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Armor]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Radiance&amp;diff=25232</id>
		<title>Radiance</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Radiance&amp;diff=25232"/>
				<updated>2011-10-28T19:14:27Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Radiance, made from [[Nef]], [[Sol]], and [[Ith]], in that order.  This works in three-socket helms of all types.  Possible in v1.08 and above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:radiance_NefSolIth.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Radiance]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''NefSolIth''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nef]] (4) + [[Sol]] (12) + [[Ith]] (6)&amp;lt;br&amp;gt;&lt;br /&gt;
Headgear (All types) {3}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 27&lt;br /&gt;
| 15% Melee Damage Taken Goes to Mana&amp;lt;br&amp;gt;&lt;br /&gt;
+75% Enhanced Defense&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Damage Reduced by 3&amp;lt;br&amp;gt;&lt;br /&gt;
Physical Damage Reduced by 7&amp;lt;br&amp;gt;&lt;br /&gt;
+30 Defense vs. Missiles&amp;lt;br&amp;gt;&lt;br /&gt;
+33 Mana&amp;lt;br&amp;gt;&lt;br /&gt;
+10 Energy&amp;lt;br&amp;gt;&lt;br /&gt;
+10 Vitality&amp;lt;br&amp;gt;&lt;br /&gt;
+5 Light Radius&lt;br /&gt;
| See it [[Radiance| here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Headgear]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Prudence&amp;diff=25231</id>
		<title>Prudence</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Prudence&amp;diff=25231"/>
				<updated>2011-10-28T19:13:44Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Prudence - From [[Mal]] + [[Tir]] in Armor only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Prudence]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''MalTir''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Mal]] (23) + [[Tir]] (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Armor {2}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 49&lt;br /&gt;
| +25% Faster Hit Recovery&amp;lt;br&amp;gt;&lt;br /&gt;
+140-170% Enhanced Defense (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
All Resistances +25-35 (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
Damage Reduced by 3&amp;lt;br&amp;gt;&lt;br /&gt;
Magic Damage Reduced by 17&amp;lt;br&amp;gt;&lt;br /&gt;
+2 To Mana After Each Kill&amp;lt;br&amp;gt;&lt;br /&gt;
+1 To Light Radius&amp;lt;br&amp;gt;&lt;br /&gt;
Repairs Durability 1 In 4 Seconds&lt;br /&gt;
| -&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Armor]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Principle&amp;diff=25230</id>
		<title>Principle</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Principle&amp;diff=25230"/>
				<updated>2011-10-28T19:13:08Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Principle - From [[Ral]] + [[Gul]] + [[Eld]] in Armor only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Principle]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''RalGulEld''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Ral]] (8) + [[Gul]] (25) + [[Eld]] (2)&amp;lt;br&amp;gt;&lt;br /&gt;
Armor {3}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 55&lt;br /&gt;
| 100% Chance To Cast Level 5 [[Holy Bolt]] On Striking&amp;lt;br&amp;gt;&lt;br /&gt;
+2 To Paladin Skill Levels&amp;lt;br&amp;gt;&lt;br /&gt;
15% Slower Stamina Drain&amp;lt;br&amp;gt;&lt;br /&gt;
+5% To Maximum Poison Resist&amp;lt;br&amp;gt;&lt;br /&gt;
Fire Resist +30%&lt;br /&gt;
| Paladin&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Armor]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Pride&amp;diff=25229</id>
		<title>Pride</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Pride&amp;diff=25229"/>
				<updated>2011-10-28T19:12:40Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Pride - From [[Cham]] + [[Sur]] + [[Io]] + [[Lo]] in Polearms only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Pride]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''ChamSurIoLo''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Cham]] (32) + [[Sur]] (29) + [[Io]] (16) + [[Lo]] (28)&amp;lt;br&amp;gt;&lt;br /&gt;
Polearms {4}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 67&lt;br /&gt;
| 25% Chance To Cast Level 17 [[Fire Wall]] When Struck&amp;lt;br&amp;gt;&lt;br /&gt;
Level 16-20 [[Concentration]] Aura When Equipped (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
260-300% Bonus To Attack Rating (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
+1-99% Damage To Demons (Based on Character Level)&amp;lt;br&amp;gt;&lt;br /&gt;
Adds 50-280 Lightning Damage&amp;lt;br&amp;gt;&lt;br /&gt;
20% Deadly Strike&amp;lt;br&amp;gt;&lt;br /&gt;
Hit Blinds Target&amp;lt;br&amp;gt;&lt;br /&gt;
Freezes Target +3&amp;lt;br&amp;gt;&lt;br /&gt;
+10 To Vitality&amp;lt;br&amp;gt;&lt;br /&gt;
Replenish Life +8&amp;lt;br&amp;gt;&lt;br /&gt;
1.875-185.625% Extra Gold From Monsters (Based on Character Level)&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Phoenix&amp;diff=25228</id>
		<title>Phoenix</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Phoenix&amp;diff=25228"/>
				<updated>2011-10-28T19:11:24Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Phoenix - From [[Vex]] + [[Vex]] + [[Lo]] + [[Jah]] in Weapons &amp;amp; Shields only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Phoenix]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''VexVexLoJah''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Vex]] (26) + [[Vex]] (26) + [[Lo]] (28) + [[Jah]] (31)&amp;lt;br&amp;gt;&lt;br /&gt;
Weapons &amp;amp; Sheilds {4}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 65&lt;br /&gt;
| '''Both'''&amp;lt;br&amp;gt;&lt;br /&gt;
100% Chance To Cast level 40 [[Blaze]] When You Level-up&amp;lt;br&amp;gt;&lt;br /&gt;
40% Chance To Cast Level 22 [[Firestorm]] On Striking&amp;lt;br&amp;gt;&lt;br /&gt;
Level 10-15 [[Redemption]] Aura When Equipped (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
-28% To Enemy Fire Resistance&amp;lt;br&amp;gt;&lt;br /&gt;
+15-21 Fire Absorb (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
+350-400 Defense Vs. Missile (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
+350-400% Enhanced Damage (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
'''Weapons'''&amp;lt;br&amp;gt;&lt;br /&gt;
Ignores Target's Defense&amp;lt;br&amp;gt;&lt;br /&gt;
14% Mana Stolen Per Hit&amp;lt;br&amp;gt;&lt;br /&gt;
20% Deadly Strike&amp;lt;br&amp;gt;&lt;br /&gt;
'''Shields'''&amp;lt;br&amp;gt;&lt;br /&gt;
+50 To Life&amp;lt;br&amp;gt;&lt;br /&gt;
+5% To Maximum Lightning Resist&amp;lt;br&amp;gt;&lt;br /&gt;
+10% To Maximum Fire Resist&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Shields]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Peace&amp;diff=25227</id>
		<title>Peace</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Peace&amp;diff=25227"/>
				<updated>2011-10-28T19:10:46Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Peace - From [[Shael]] + [[Thul]] + [[Amn]] in Armor only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Peace]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''ShaelThulAmn''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shael]] (13) + [[Thul]] (10) + [[Amn]] (11)&amp;lt;br&amp;gt;&lt;br /&gt;
Armor {3}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 29&lt;br /&gt;
| 4% Chance To Cast Level 5 [[Slow Missiles]] When Struck&amp;lt;br&amp;gt;&lt;br /&gt;
2% Chance To Cast level 15 [[Valkyrie]] On Striking&amp;lt;br&amp;gt;&lt;br /&gt;
+2 To Amazon Skill Levels&amp;lt;br&amp;gt;&lt;br /&gt;
+20% Faster Hit Recovery&amp;lt;br&amp;gt;&lt;br /&gt;
+2 To Critical Strike&amp;lt;br&amp;gt;&lt;br /&gt;
Cold Resist +30%&amp;lt;br&amp;gt;&lt;br /&gt;
Attacker Takes Damage of 14&lt;br /&gt;
| Amazon&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Armor]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Passion&amp;diff=25226</id>
		<title>Passion</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Passion&amp;diff=25226"/>
				<updated>2011-10-28T19:10:00Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Passion - From [[Dol]] + [[Ort]] + [[Eld]] + [[Lem]] in All Weapons.  Possible in 1.11 and 1.10.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:Passion.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Passion]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''DolOrtEldLem''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Dol]] (14) + [[Ort]] (9) + [[Eld]] (2) + [[Lem]] (20)&amp;lt;br&amp;gt;&lt;br /&gt;
All Weapons {4}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 43&lt;br /&gt;
| +25% Increased Attack Speed&amp;lt;br&amp;gt;&lt;br /&gt;
+160-210% Enhanced Damage&amp;lt;br&amp;gt;&lt;br /&gt;
50-80% Bonus To Attack Rating&amp;lt;br&amp;gt;&lt;br /&gt;
+75% Damage To Undead&amp;lt;br&amp;gt;&lt;br /&gt;
+50 To Attack Rating Against Undead&amp;lt;br&amp;gt;&lt;br /&gt;
Adds 1-50 Lightning Damage&amp;lt;br&amp;gt;&lt;br /&gt;
+1 To [[Berserk]]&amp;lt;br&amp;gt;&lt;br /&gt;
+1 To [[Zeal]]&amp;lt;br&amp;gt;&lt;br /&gt;
Hit Blinds Target +10&amp;lt;br&amp;gt;&lt;br /&gt;
Hit Causes Monster To Flee 25%&amp;lt;br&amp;gt;&lt;br /&gt;
75% Extra Gold From Monsters&amp;lt;br&amp;gt;&lt;br /&gt;
Level 3 [[Heart of Wolverine]] (12 Charges)&lt;br /&gt;
| See it [[Passion|here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Obedience&amp;diff=25225</id>
		<title>Obedience</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Obedience&amp;diff=25225"/>
				<updated>2011-10-28T19:07:52Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Obedience - From [[Hel]] + [[Ko]] + [[Thul]] + [[Eth]] + [[Fal]] in Polearms only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Obedience]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''HelKoThulEthFal''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hel]] (15) + [[Ko]] (18) + [[Thul]] (10) + [[Eth]] (5) + [[Fal]] (19)&amp;lt;br&amp;gt;&lt;br /&gt;
Polearms {5}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 41&lt;br /&gt;
| 30% Chance To Cast Level 21 [[Enchant]] When You Kill An Enemy&amp;lt;br&amp;gt;&lt;br /&gt;
40% Faster Hit Recovery&amp;lt;br&amp;gt;&lt;br /&gt;
+370% Enhanced Damage&amp;lt;br&amp;gt;&lt;br /&gt;
-25% Target Defense&amp;lt;br&amp;gt;&lt;br /&gt;
Adds 3-14 Cold Damage 3 Second Duration (Normal)&amp;lt;br&amp;gt;&lt;br /&gt;
-25% To Enemy Fire Resistance&amp;lt;br&amp;gt;&lt;br /&gt;
40% Chance of Crushing Blow&amp;lt;br&amp;gt;&lt;br /&gt;
+200-300 Defense (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
+10 To Strength &amp;amp; Dexterity&amp;lt;br&amp;gt;&lt;br /&gt;
All Resistances +20-30 (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
Requirements -20%&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Oath&amp;diff=25224</id>
		<title>Oath</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Oath&amp;diff=25224"/>
				<updated>2011-10-28T19:06:28Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Oath - From [[Shael]] + [[Pul]] + [[Mal]] + [[Lum]] in Axes, Maces &amp;amp; Swords only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Oath]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''ShaelPulMalLum''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Shael]] (13) + [[Pul]] (21) + [[Mal]] (23) + [[Lum]] (17)&amp;lt;br&amp;gt;&lt;br /&gt;
Axes, Maces &amp;amp; Swords {4}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 59&lt;br /&gt;
| 30% Chance To Cast Level 20 [[Bone Spirit]] On Striking&amp;lt;br&amp;gt;&lt;br /&gt;
Indestructible&amp;lt;br&amp;gt;&lt;br /&gt;
+50% Increased Attack Speed&amp;lt;br&amp;gt;&lt;br /&gt;
+210-340% Enhanced Damage (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
+75% Damage To Demons&amp;lt;br&amp;gt;&lt;br /&gt;
+100 To Attack Rating Against Demons&amp;lt;br&amp;gt;&lt;br /&gt;
Prevent Monster Heal&amp;lt;br&amp;gt;&lt;br /&gt;
+10 To Energy&amp;lt;br&amp;gt;&lt;br /&gt;
+10-15 Magic Absorb (varies)&amp;lt;br&amp;gt;&lt;br /&gt;
Level 16 [[Heart of Wolverine]] (20 Charges)&amp;lt;br&amp;gt;&lt;br /&gt;
Level 17 [[Iron Golem]] (14 Charges)&lt;br /&gt;
| Ladder Only&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Nadir&amp;diff=25223</id>
		<title>Nadir</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Nadir&amp;diff=25223"/>
				<updated>2011-10-28T19:05:38Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Nadir, made from [[Nef]] and [[Tir]], in that order.  This works in two-socket helms of all types.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:nadir_NefTir.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Nadir]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''NefTir''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Nef]] (4) + [[Tir]] (3)&amp;lt;br&amp;gt;&lt;br /&gt;
Headgear (all types) {2}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 13&lt;br /&gt;
| Level 13 [[Cloak of Shadows]] (9 charges)&amp;lt;br&amp;gt;&lt;br /&gt;
+50% Enhanced Defense&amp;lt;br&amp;gt;&lt;br /&gt;
+2 mana per kill&amp;lt;br&amp;gt;&lt;br /&gt;
-3 light radius&amp;lt;br&amp;gt;&lt;br /&gt;
+30 Defense vs. missile&amp;lt;br&amp;gt;&lt;br /&gt;
+10 Defense&amp;lt;br&amp;gt;&lt;br /&gt;
+5 Strength&amp;lt;br&amp;gt;&lt;br /&gt;
-33% gold from monsters&lt;br /&gt;
| See it [[Nadir|here]]. &lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Headgear]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Myth&amp;diff=25222</id>
		<title>Myth</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Myth&amp;diff=25222"/>
				<updated>2011-10-28T19:03:58Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Myth - From [[Hel]] + [[Amn]] + [[Nef]] in Armor only.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Myth]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''HelAmnNef''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Hel]] (15) + [[Amn]] (11) + [[Nef]] (4)&amp;lt;br&amp;gt;&lt;br /&gt;
Armor {3}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 25&lt;br /&gt;
| 3% Chance To Cast Level 1 [[Howl]] When Struck&amp;lt;br&amp;gt;&lt;br /&gt;
10% Chance To Cast Level 1 [[Taunt]] On Striking&amp;lt;br&amp;gt;&lt;br /&gt;
+2 To Barbarian Skill Levels&amp;lt;br&amp;gt;&lt;br /&gt;
+30 Defense Vs. Missile&amp;lt;br&amp;gt;&lt;br /&gt;
Replenish Life +10&amp;lt;br&amp;gt;&lt;br /&gt;
Attacker Takes Damage of 14&amp;lt;br&amp;gt;&lt;br /&gt;
Requirements -15%&lt;br /&gt;
| Barbarian&lt;br /&gt;
| Yes&lt;br /&gt;
| No&lt;br /&gt;
| No&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Armor]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Memory&amp;diff=25221</id>
		<title>Memory</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Memory&amp;diff=25221"/>
				<updated>2011-10-28T19:03:24Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Memory, made from [[Lum]] + [[Io]]  + [[Sol]] + [[Eth]], in that order.  This works in all four-socket staves.  Possible in v1.08 and above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:memory_LumPoSolEth.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Memory]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''LumIoSolEth''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lum]] (17) + [[Io]] (16) + [[Sol]] (12) + [[Eth]] (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Staves (Not Orbs) {4}&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 37&lt;br /&gt;
| Lowers Target's Defense by 25%&amp;lt;br&amp;gt;&lt;br /&gt;
33% Faster Cast Rate&amp;lt;br&amp;gt;&lt;br /&gt;
+3 Sorceress Skill Levels&amp;lt;br&amp;gt;&lt;br /&gt;
+50% Enhanced Defense&amp;lt;br&amp;gt;&lt;br /&gt;
-7 Magic Damage&amp;lt;br&amp;gt;&lt;br /&gt;
+20% Max Mana&amp;lt;br&amp;gt;&lt;br /&gt;
+9 Minimum Damage&amp;lt;br&amp;gt;&lt;br /&gt;
+10 Energy&amp;lt;br&amp;gt;&lt;br /&gt;
+10 Vitality&amp;lt;br&amp;gt;&lt;br /&gt;
+2 [[Static Field]]&amp;lt;br&amp;gt;&lt;br /&gt;
+2 [[Energy Shield]]&lt;br /&gt;
| See it [[Memory|here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	<entry>
		<id>https://diablo2.diablowiki.net/index.php?title=Memory&amp;diff=25220</id>
		<title>Memory</title>
		<link rel="alternate" type="text/html" href="https://diablo2.diablowiki.net/index.php?title=Memory&amp;diff=25220"/>
				<updated>2011-10-28T19:02:59Z</updated>
		
		<summary type="html">&lt;p&gt;Ycm: Added {#SOCKETS} bracket&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;noinclude&amp;gt;&lt;br /&gt;
Memory, made from [[Lum]] + [[Io]]  + [[Sol]] + [[Eth]], in that order.  This works in all four-socket staves.  Possible in v1.08 and above.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Image:memory_LumPoSolEth.jpg]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{:Runeword_List_Header}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;br /&gt;
| '''[[Memory]]'''&amp;lt;br&amp;gt;&lt;br /&gt;
''LumIoSolEth''&amp;lt;br&amp;gt;&lt;br /&gt;
[[Lum]] (17) + [[Io]] (16) + [[Sol]] (12) + [[Eth]] (5)&amp;lt;br&amp;gt;&lt;br /&gt;
Staves (Not Orbs) {4}.&amp;lt;br&amp;gt;&lt;br /&gt;
Clvl Required: 37&lt;br /&gt;
| Lowers Target's Defense by 25%&amp;lt;br&amp;gt;&lt;br /&gt;
33% Faster Cast Rate&amp;lt;br&amp;gt;&lt;br /&gt;
+3 Sorceress Skill Levels&amp;lt;br&amp;gt;&lt;br /&gt;
+50% Enhanced Defense&amp;lt;br&amp;gt;&lt;br /&gt;
-7 Magic Damage&amp;lt;br&amp;gt;&lt;br /&gt;
+20% Max Mana&amp;lt;br&amp;gt;&lt;br /&gt;
+9 Minimum Damage&amp;lt;br&amp;gt;&lt;br /&gt;
+10 Energy&amp;lt;br&amp;gt;&lt;br /&gt;
+10 Vitality&amp;lt;br&amp;gt;&lt;br /&gt;
+2 [[Static Field]]&amp;lt;br&amp;gt;&lt;br /&gt;
+2 [[Energy Shield]]&lt;br /&gt;
| See it [[Memory|here]].&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
| Yes&lt;br /&gt;
|-&lt;br /&gt;
&amp;lt;noinclude&amp;gt;&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[Category:Runewords]]&lt;br /&gt;
[[Category:Runeword Weapons]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{{D2_items_navbox|Runewords}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>Ycm</name></author>	</entry>

	</feed>