Difference between revisions of "Cube Recipes"

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[[Image:horadric-cube.gif|right]]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.
 
[[Image:horadric-cube.gif|right]]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.
  
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To use the 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. The cube can be held in your inventory or your town stash.
  
{|
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* Items will be Identified by Cain while inside the Horadric Cube.
| |  Place the Horadric Cube in your inventory. Notice it only takes up 2x2 slots. Place items into the Horadric Cube by picking them up, dragging them over the Horadric Cube, and left click on the Horadric Cube. You will hear a sound when the item is placed into the Cube. You can also pick the Horadric Cube, drag it over a large item you want to pick up, and left click on that item to place it into the Cube. You can also open up the Cube by right clicking on it like a Tome. Drag items from your inventory into the Cube.</font>
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* Only one Horadric Cube can be picked up by the same character.
| width="200" align="center" valign="bottom" |
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** For this reason, it's not possible to place a cube inside a cube.
[/images/battle/diablo2exp/images/items/cube01.jpg [[Image:cube01.gif]]]
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* Cubes can be passed down to characters who have not found one yet, such as "mule" characters who want them for extra storage.
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** The character who passes down their cube will then have to retrieve another one.
| |  [ Click to Enlarge - 116 KB ] </font> </small> </font>
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* The Horadric Cube is required to create Crafted Items.
|}
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=Transmuting Formulae=
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Listed below are the current recipes for the Horadric Cube. New recipes are frequently added in patches. Place the items in the first half of the equation into the Cube and hit the Transmute Button (visible when the cube is open) to create the item in the second half of the equation. If invalid items are in the cube, your character will say, "I can't do that."
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=Secret Cow Level=
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Use this recipe to open a red portal to the secret cow level. The recipe must be performed in the Rogue Camp (Act One Town).  A character must first defeat Baal on that difficulty level to open the portal. Characters who have killed the Cow King can not open the portal again, though they may pass through a portal if someone else opens it. (How the game assigns credit for killing the Cow King is tricky. See [http://forums.diabloii.net/showthread.php?t=341175 this forum thread] for the details.)
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* Wirt's Leg + A Tome of Town Portal --> Red Portal to the Secret Cow Level
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=Upgrades=
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One of the most useful features of the cube is it's 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.
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 +
==Gems==
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 +
Gems can be upgraded all the way to perfect. Three of the same kind and quality will yield one of the same kind of the next higher quality.
 +
* 3 chipped topaz --> 1 flawed topaz
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* 3 flawed topaz --> 1 topaz
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* 3 topaz --> 1 flawless topaz
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* 3 flawless topaz --> 1 perfect topaz.
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This works for all seven types of gems. Skulls included.
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 +
==Runes==
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* 3 El Runes --> 1 Eld Rune
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* 3 Eld Runes --> 1 Tir Rune
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* 3 Tir Runes --> 1 Nef Rune
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* 3 Nef Runes --> 1 Eth Rune
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* 3 Eth Runes --> 1 Ith Rune
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* 3 Ith Runes --> 1 Tal Rune
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* 3 Tal Runes --> 1 Ral Rune
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* 3 Ral Runes --> 1 Ort Rune
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 +
That was as far as Runes could be upgraded until the v1.10 patch added the following recipes. '''These only work in v1.10 or v1.11.'''
 +
* 3 Thul Runes + 1 chipped topaz --> 1 Amn Rune
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* 3 Amn Runes + 1 chipped amythest --> 1 Sol Rune
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* 3 Sol Runes + 1 chipped sapphire --> 1 Shael Rune
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* 3 Shael Runes + 1 chipped ruby --> 1 Dol Rune
 +
 
 +
Higher level runes can be upgraded, but only in v1.10 or v1.11, and only by single-player, open, or ladder characters. They will not work for normal characters on the realms.
 +
* 3 Dol Runes + 1 chipped emerald --> 1 Hel Rune
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* 3 Hel Runes + 1 chipped diamond --> 1 Io Rune
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* 3 Io Runes + 1 chipped topaz --> 1 Lum Rune
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* 3 Lum Runes + 1 flawed amythest --> 1 Ko Rune
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* 3 Ko Runes + 1 flawed sapphire --> 1 Fal Rune
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* 3 Fal Runes + 1 flawed ruby --> 1 Lem Rune
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* 3 Lem Runes + 1 flawed diamond --> 1 Pul Rune
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* 2 Pul Runes + 1 topaz --> 1 Um Rune
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* 2 Um Runes + 1 Topaz --> Mal Rune
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* 2 Mal Runes + 1 Amethyst --> Ist Rune
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* 2 Ist Runes + 1 Sapphire --> Gul Rune
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* 2 Gul Runes + 1 Ruby --> Vex Rune
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* 2 Vex Runes + 1 Emerald --> Ohm Rune
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* 2 Ohm Runes + 1 Diamond --> Lo Rune
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* 2 Lo Runes + 1 Flawless Topaz --> Sur Rune
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* 2 Sur Runes + 1 Flawless Amethyst --> Ber Rune
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* 2 Ber Runes + 1 Flawless Sapphire --> Jah Rune
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* 2 Jah Runes + 1 Flawless Ruby --> Cham Rune
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* 2 Cham Runes + 1 Flawless Emerald --> Zod Rune
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A handy way to remember which gems are required for the upgrades past Ort is by using the acronym TASRED. As in, "Don't taze me, dude." ("[http://en.wikipedia.org/wiki/Taser Tasered]" is the correct spelling, but that would repeat the "E".) Each gem except the skull: Topaz, Amythest, Sapphire, Emerald, Ruby, Diamond, is used, in repeating order and increasing quality. So Ort is T, Thul is A, Amn is S, and so on.
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==Potions==
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Potions can be upgraded as well. 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.
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* 3 health potions + 3 mana potions + 1 chipped gem --> 1 partial rejuvenation potion
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* 3 health potions + 3 mana potions + 1 normal quality gem --> 1 full rejuvenation potion
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* 3 partial rejuvenation potions --> 1 full rejuvenation potion
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==Foraging Recipes==
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Useful tricks to quickly turn junk into something you need right then and there, usually to save a trip back to town.
  
Items will be Identified by Cain while inside the Horadric Cube.
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* 2 Quivers of Bolts --> 1 Quiver of Arrows (random quantity)
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* 2 Quivers of Arrows --> 1 Quiver of Bolts (random quantity)
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* 1 Spear (any type/quality) + 1 Quiver of Arrows = 1 Stack of Javelins (non-magical, random quantity)
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* 1 Axe (any) + 1 Dagger (any) = A stack of throwing axes (non-magical, random quantity)
  
You cannot place a Horadric Cube within a Horadric Cube, imagine that...
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* 1 Strangling Gas Potion + 1 Healing Potion (any type) --> 1 Antidote Potion
  
Store resistance Jewelry in your Cube. When facing a problem Lightning, Cold, Fire or Poison monster, open the Cube and get out your resistance jewelry.
 
  
'''Transmuting Items'''<br /> You can use the Horadric Cube's magical powers to Transmute items into a new item. Place the items into the Cube and hit the Transmute Button.
 
  
The Horadric Cube can be used to create [/diablo2exp/items/crafteditems.shtml Crafted Items].
 
  
'''Transmuting Formulae'''<br /> Listed below are the current recipes for the Horadric Cube. Simply place the items in the first half of the equation into the Cube and hit the Transmute Button to produce the item in the second half of the equation.
 
  
{|
 
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
| |  '''3 Runes of the Same Type (Runes 1-9) = 1 Higher Level Rune'''<br /><blockquote> 3 El Runes -> 1 Eld Rune<br /> 3 Eld Runes -> 1 Tir Rune<br /> 3 Tir Runes -> 1 Nef Rune<br /> 3 Nef Runes -> 1 Eth Rune<br /> 3 Eth Runes -> 1 Ith Rune<br /> 3 Ith Runes -> 1 Tal Rune<br /> 3 Tal Runes -> 1 Ral Rune<br /> 3 Ral Runes -> 1 Ort Rune<br /> 3 Ort Runes -> 1 Thul Rune<br /></blockquote><br /> This only works for Runes El-Ort and not on any higher Runes. </font>
 
|}
 
  
<br />
 
  
{|
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=Recycling Recipes=
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
|  |  '''3 Perfect Skulls + 1 Rare Item + Stone of Jordan = Add 1 Socket To a Rare Item '''<br /> Rare Items can only have one socket. You cannot add sockets to items that don't normally have sockets. You can not use this on a Rare with one socket. You can only add one socket to a zero socket Rare Item. </font>
 
|}
 
  
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These useful recipes allow methodical players to turn their junk into treasure, with enough attempts and some good luck on the item generation roll.
  
{|
 
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
|  |  '''1 Perfect Skull + 1 Rare Item + Stone of Jordan = 1 High Quality New Rare Item of the same type '''<br /> This formula has the possibility of creating a higher quality Rare Item than the following formula. ilvl = int(.66 * clvl) + int(.66 * ilvl) That is, the ilvl will be equal to .66 times your clvl (rounded down) plus .66 times the input item's ilvl (also rounded down). </font>
 
|}
 
  
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|  |  '''3 Magic Amulets = 1 Random Magic Ring'''<br /> Save any unwanted amulets for the chance of getting a high quality ring. ilvl = int(.75 * clvl). This means at Character Level 65, ilvl = 48. So any Magical Prefix or Suffix with a level of 48 and below might be available. </font>
  
{|
 
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
 
|  |  '''6 Perfect Skulls + 1 Rare Item = 1 Random Low Quality Rare Item of the same type'''<br /> You can use this formula to get another chance at a Rare Item of the same type. ilvl = int(.4 * clvl) + int(.4 * ilvl) Player level matters. This formula will not work on items larger than 3x2. </font>
 
|  |  '''6 Perfect Skulls + 1 Rare Item = 1 Random Low Quality Rare Item of the same type'''<br /> You can use this formula to get another chance at a Rare Item of the same type. ilvl = int(.4 * clvl) + int(.4 * ilvl) Player level matters. This formula will not work on items larger than 3x2. </font>
|}
 
  
<br />
 
  
{|
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|  |  '''1 Perfect Skull + 1 Rare Item + Stone of Jordan = 1 High Quality New Rare Item of the same type '''<br /> This formula has the possibility of creating a higher quality Rare Item than the following formula. ilvl = int(.66 * clvl) + int(.66 * ilvl) That is, the ilvl will be equal to .66 times your clvl (rounded down) plus .66 times the input item's ilvl (also rounded down). </font>
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
|  |  '''4 Health Potions (of any type) + Ruby (any type) + Magical Sword = A Magic Sword of the Leech'''<br /> You can use this formula to get a Life Stealing sword. ilvl = 30. The sword will always have the "of the Leech" suffix (4-5% Life Stolen Per Hit) and has a chance at getting a prefix as well. The type of sword is retained. For example, a champion sword as input will give a champion sword as output. </font>
 
 
|}
 
|}
  
<br />
 
  
{|
 
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
 
|  |  '''3 Magic Rings = 1 Random Magic Amulet'''<br /> Save any unwanted rings for the chance of getting a high quality amulet. ilvl = int(.75 * clvl). This means at Character Level 65, ilvl = 48. So any Magical Prefix or Suffix with a level of 48 and below might be available. Since +2 to Skills amulets have a level of 90, it's not possible to create a +2 to skills Amulet with this formula. </font>
 
|  |  '''3 Magic Rings = 1 Random Magic Amulet'''<br /> Save any unwanted rings for the chance of getting a high quality amulet. ilvl = int(.75 * clvl). This means at Character Level 65, ilvl = 48. So any Magical Prefix or Suffix with a level of 48 and below might be available. Since +2 to Skills amulets have a level of 90, it's not possible to create a +2 to skills Amulet with this formula. </font>
|}
 
  
<br />
 
  
{|
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|  |  '''3 Perfect Gems (of any type) + 1 Magic Item = 1 New Random Magic Item of the Same Type'''<br /> You can use this formula to get another chance at a Magic Item of the same type. The ilvl = ilvl. This means to use 100% of the ilvl of the input item. It's important to note the difference between "the ilvl is set to a fixed number" like what happens in some recipes and "the ilvl of the output is exactly the same as the ilvl of the input" as is the case here. So if you're cubing for +skills Grand Charms, for example, you want to use Charms starting from late Nightmare, not ones that dropped in the Normal Blood Moor. You can use this formula (with an Amulet) to create a +2 Skills Amulet. And you cannot Gamble one before Character Level 84. Be warned however, that the chances of getting that on an Amulet might be very low (considering everything is available) and it might take a lot of tries. Rare Items cannot be used with this formula to create new Rare Items. You can also use this on Charms and Jewels. </font>
|  |
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[[Image:cube-convert.gif|Transmute Formula]]
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|  |  '''3 Magic Amulets = 1 Random Magic Ring'''<br /> Save any unwanted amulets for the chance of getting a high quality ring. ilvl = int(.75 * clvl). This means at Character Level 65, ilvl = 48. So any Magical Prefix or Suffix with a level of 48 and below might be available. </font>
+
 
|}
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 +
 
  
<br />
 
  
{|
 
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
|  |  '''3 Small Rejuvenation Potions = 1 Full Rejuvenation Potion'''<br /></font>
 
|}
 
  
<br />
 
  
{|
 
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
|  |  '''3 Gems of the Same Type and Grade (lower than Perfect) = 1 Higher Grade Gem of the Same Type'''<br /> Use this formula to upgrade your growing masses of low quality Gems into something more useful. </font>
 
|}
 
  
<br />
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=Item Creation=
  
{|
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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.  
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
|  |  '''2 Quivers of Bolts = 1 Quiver of Arrows'''<br /> For users of Bows that are in need of ammunition. Random quantity of Arrows produced. </font>
 
|}
 
  
<br />
 
  
{|
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|  |  '''4 Health Potions (of any type) + Ruby (any type) + Magical Sword = A Magic Sword of the Leech'''<br /> You can use this formula to get a Life Stealing sword. ilvl = 30. The sword will always have the "of the Leech" suffix (4-5% Life Stolen Per Hit) and has a chance at getting a prefix as well. The type of sword is retained. For example, a champion sword as input will give a champion sword as output. </font>
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
|  |  '''2 Quivers of Arrows = 1 Quiver of Bolts'''<br /> For users of Crossbows that are in need of ammunition. Random quantity of Bolts produced. </font>
 
|}
 
  
<br />
 
  
{|
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|  |  '''6 Perfect Gems (1 of each type) + 1 Amulet (Magic) = Prismatic Amulet '''<br /> Use this formula to create an Amulet with Resistance to all. ilvl = 50. The amulet will always have the Prismatic prefix (All Resistances +16-20) and has a chance at getting a suffix as well. </font>
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
|  |  '''1 Spear + 1 Quiver of Arrows = 1 Stack of Javelins'''<br /> Mainly for Amazons that are in need of Javelins to use with skills. Any class/type of Spear can be used. </font>
 
|}
 
  
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|  |  '''1 Magic Ring + 1 Perfect Emerald + 1 Antidote Potion = 1 Jade Ring'''<br /> Use this formula to create a Poison Resistance Ring. The Jade Ring has a random percentage (21-30%) of Poison Resistance. You may also receive an additional Magic Suffix. ilvl=30. </font>
  
{|
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|  |  '''1 Magic Ring + 1 Perfect Ruby + 1 Exploding Potion = 1 Garnet Ring'''<br /> Use this formula to create a Fire Resistance Ring. The Garnet Ring has a random percentage (21-30%) of Fire Resistance. You may also receive an additional Magic Suffix. ilvl=30. </font>
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
|  |  '''1 Axe + 1 Dagger = Throwing Axe'''<br /> Any class/type of Axe can be used (i.e. magic/socketed/non magical axe/etc). Random quantity of throwing axes produced. </font>
 
|}
 
  
<br />
+
|  |  '''1 Magic Ring + 1 Perfect Topaz + 1 Rejuvenation Potion = 1 Coral Ring'''<br /> Use this formula to create a Lightning Resistance Ring. The Coral Ring has a random percentage (21-30%) of Lightning Resistance. You may also receive an additional Magic Suffix. ilvl=30.
  
{|
+
|  |  '''1 Magic Ring + 1 Perfect Sapphire + 1 Thawing Potion = 1 Cobalt Ring'''<br /> Use this formula to create a Cold Resistance Ring. The Cobalt Ring has a random percentage (21-30%) of Cold Resistance. You may also receive an additional Magic Suffix. ilvl=30. </font>
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
|  |  '''3 Perfect Gems (of any type) + 1 Magic Item = 1 New Random Magic Item of the Same Type'''<br /> You can use this formula to get another chance at a Magic Item of the same type. The ilvl = ilvl. This means to use 100% of the ilvl of the input item. It's important to note the difference between "the ilvl is set to a fixed number" like what happens in some recipes and "the ilvl of the output is exactly the same as the ilvl of the input" as is the case here. So if you're cubing for +skills Grand Charms, for example, you want to use Charms starting from late Nightmare, not ones that dropped in the Normal Blood Moor. You can use this formula (with an Amulet) to create a +2 Skills Amulet. And you cannot Gamble one before Character Level 84. Be warned however, that the chances of getting that on an Amulet might be very low (considering everything is available) and it might take a lot of tries. Rare Items cannot be used with this formula to create new Rare Items. You can also use this on Charms and Jewels. </font>
 
|}
 
  
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+
|  |  '''1 Magic Shield (any type) + 1 Spiked Club (any quality) + 2 Skulls (any quality) = Magic Shield of Spikes'''<br /> ilvl=30. The shield will always have the "of Spikes" suffix (Attacker Takes Damage of 4-6) and has a chance at getting a prefix as well. The type of shield is retained, and any type of shield (including paladin shields and necromancer shrunken heads) works as input. </font>
  
{|
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|  |  '''Diamond (any quality) + 1 Staff (any type and quality) + 1 Kris (any quality) + 1 Belt (any type and quality) = Savage Polearm Class Weapon'''<br /> ivl = 50. The polearm will always have the Savage prefix (66-80% Enhanced Damage) and has a chance at getting a suffix as well. The polearm will be one of the following, selected randomly: Bardiche, Battle Scythe, Bill, Halberd, Lochaber Axe, Partizan, Poleaxe, Scythe, Voulge, War Scythe (put another way, any normal polearm or any exceptional polearm other than Bec-de-Corbin and Grim Scythe).
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
|  |  '''Strangling Gas Potion + any type of Healing Potion = 1 Antidote Potion'''<br /></font>
 
|}
 
  
<br />
 
  
{|
 
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
|  |  '''6 Perfect Gems (1 of each type) + 1 Amulet (Magic) = Prismatic Amulet '''<br /> Use this formula to create an Amulet with Resistance to all. ilvl = 50. The amulet will always have the Prismatic prefix (All Resistances +16-20) and has a chance at getting a suffix as well. </font>
 
|}
 
  
<br />
 
  
{|
 
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
|  |  '''1 Magic Ring + 1 Perfect Emerald + 1 Antidote Potion = 1 Jade Ring'''<br /> Use this formula to create a Poison Resistance Ring. The Jade Ring has a random percentage (21-30%) of Poison Resistance. You may also receive an additional Magic Suffix. ilvl=30. </font>
 
|}
 
  
<br />
 
  
{|
 
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
|  |  '''1 Magic Ring + 1 Perfect Ruby + 1 Exploding Potion = 1 Garnet Ring'''<br /> Use this formula to create a Fire Resistance Ring. The Garnet Ring has a random percentage (21-30%) of Fire Resistance. You may also receive an additional Magic Suffix. ilvl=30. </font>
 
|}
 
  
<br />
 
  
{|
 
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
|  |  '''1 Magic Ring + 1 Perfect Topaz + 1 Rejuvenation Potion = 1 Coral Ring'''<br /> Use this formula to create a Lightning Resistance Ring. The Coral Ring has a random percentage (21-30%) of Lightning Resistance. You may also receive an additional Magic Suffix. ilvl=30. </font>
 
|}
 
  
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=Item Modification=
  
{|
+
Powerful recipes that can upgrade or improve existing items.
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
|  |  '''1 Magic Ring + 1 Perfect Sapphire + 1 Thawing Potion = 1 Cobalt Ring'''<br /> Use this formula to create a Cold Resistance Ring. The Cobalt Ring has a random percentage (21-30%) of Cold Resistance. You may also receive an additional Magic Suffix. ilvl=30. </font>
 
|}
 
  
<br />
 
  
 
{|  
 
{|  
 
|  |
 
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
[[Image:cube-convert.gif|Transmute Formula]]
|  |  '''1 Magic Shield (any type) + 1 Spiked Club (any quality) + 2 Skulls (any quality) = Magic Shield of Spikes'''<br /> ilvl=30. The shield will always have the "of Spikes" suffix (Attacker Takes Damage of 4-6) and has a chance at getting a prefix as well. The type of shield is retained, and any type of shield (including paladin shields and necromancer shrunken heads) works as input. </font>
+
|  |  '''3 Perfect Skulls + 1 Rare Item + Stone of Jordan = Add 1 Socket To a Rare Item '''<br /> Rare Items can only have one socket. You cannot add sockets to items that don't normally have sockets. You can not use this on a Rare with one socket. You can only add one socket to a zero socket Rare Item. </font>
 
|}
 
|}
  
<br />
 
  
{|
 
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
|  |  '''Diamond (any quality) + 1 Staff (any type and quality) + 1 Kris (any quality) + 1 Belt (any type and quality) = Savage Polearm Class Weapon'''<br /> ivl = 50. The polearm will always have the Savage prefix (66-80% Enhanced Damage) and has a chance at getting a suffix as well. The polearm will be one of the following, selected randomly: Bardiche, Battle Scythe, Bill, Halberd, Lochaber Axe, Partizan, Poleaxe, Scythe, Voulge, War Scythe (put another way, any normal polearm or any exceptional polearm other than Bec-de-Corbin and Grim Scythe). </font>
 
|}
 
  
<br />
 
  
{|
 
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
|  |  '''Wirt's Leg + A Tome of Town Portal = [/diablo2exp/quests/cow.shtml Secret Cow Level]'''<br /> You must Transmute in the Act I Rogue Encampment. You must have already killed Baal in the same Difficulty Level. One time per Difficulty Level. '''Warning'''<nowiki>: if you lead the Cows around the Red Portal and die, you may not be able to fight your way back inside. Try to run in as far as you can and open up an escape Town Portal for backup. MooOOOOOOooooo </nowiki></font>
 
|}
 
  
<br />'''Diablo II 1.10 Transmuting Formulae'''<br /><br />
 
  
{|
 
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
|  |  '''3 Thul Runes + 1 Chipped Topaz = Amn Rune'''<br />'''3 Amn Runes + 1 Chipped Amethyst = Sol Rune'''<br />'''3 Sol Runes + 1 Chipped Sapphire = Shael Rune'''<br />'''3 Shael Runes + 1 Chipped Ruby = Dol Rune'''<br /></font>
 
|-
 
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
|  |  The following Rune upgrade formulae will only work for Single-Player, Open, or [/diablo2exp/basics/charactertypes.shtml Ladder Characters]. They will not work for [/diablo2exp/basics/charactertypes.shtml Normal Characters] on the Realms. '''3 Dol Runes + 1 Chipped Emerald = Hel Rune'''<br />'''3 Hel Runes + 1 Chipped Diamond = Io Rune'''<br />'''3 Io Runes + 1 Flawed Topaz = Lum Rune'''<br />'''3 Lum Runes + 1 Flawed Amethyst = Ko Rune'''<br />'''3 Ko Runes + 1 Flawed Sapphire = Fal Rune'''<br />'''3 Fal Runes + 1 Flawed Ruby = Lem Rune'''<br />'''3 Lem Runes + 1 Flawed Emerald = Pul Rune'''<br />'''2 Pul Runes + 1 Flawed Diamond = Um Rune'''<br />'''2 Um Runes + 1 Topaz = Mal Rune'''<br />'''2 Mal Runes + 1 Amethyst = Ist Rune'''<br />'''2 Ist Runes + 1 Sapphire = Gul Rune'''<br />'''2 Gul Runes + 1 Ruby = Vex Rune'''<br />'''2 Vex Runes + 1 Emerald = Ohm Rune'''<br />'''2 Ohm Runes + 1 Diamond = Lo Rune'''<br />'''2 Lo Runes + 1 Flawless Topaz = Sur Rune'''<br />'''2 Sur Runes + 1 Flawless Amethyst = Ber Rune'''<br />'''2 Ber Runes + 1 Flawless Sapphire = Jah Rune'''<br />'''2 Jah Runes + 1 Flawless Ruby = Cham Rune'''<br />'''2 Cham Runes + 1 Flawless Emerald = Zod Rune'''<br /></font>
 
|}
 
  
<br />
 
  
{|
 
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
|  |  '''3 Health Potions + 3 Mana Potions + 1 Chipped Gem = 1 Rejuvenation Potion'''<br /> Use this formula if you are in need of instant healing and/or mana. Any grade of Health/Mana Potion can be used. You can also use chipped skulls. </font>
 
|}
 
  
<br />
 
  
{|
 
|  |
 
[[Image:cube-convert.gif|Transmute Formula]]
 
|  |  '''3 Health Potions + 3 Mana Potions + 1 Gem (normal) = 1 Full Rejuvenation Potion'''<br /> Use this formula if you are in need of instant full healing and/or mana. Any grade of Health/Mana Potion can be used. You can also use skulls in the place of Gems. </font>
 
|}
 
  
<br />
 
  
{|
+
<br />'''Diablo II 1.10 Transmuting Formulae'''<br /><br />
|  |
+
 
[[Image:cube-convert.gif|Transmute Formula]]
 
 
|  |  '''3 Standard Gems (normal) and 1 Socketed Weapon (Any Type) = 1 Socketed Magic Weapon (of same type) '''<br /> This takes a socketed weapon and makes it a magic socketed weapon with a random number of sockets. This allows you to get new magic bonuses on an otherwise non magical weapon. The original weapon properties will be removed (rerolled) when the new weapon is created. ilvl = 30. It gets 1-2 sockets. </font>
 
|  |  '''3 Standard Gems (normal) and 1 Socketed Weapon (Any Type) = 1 Socketed Magic Weapon (of same type) '''<br /> This takes a socketed weapon and makes it a magic socketed weapon with a random number of sockets. This allows you to get new magic bonuses on an otherwise non magical weapon. The original weapon properties will be removed (rerolled) when the new weapon is created. ilvl = 30. It gets 1-2 sockets. </font>
 
|}
 
|}

Revision as of 16:28, 24 February 2008

Horadric-cube.gif
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.

To use the 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. The cube can be held in your inventory or your town stash.

  • Items will be Identified by Cain while inside the Horadric Cube.
  • Only one Horadric Cube can be picked up by the same character.
    • For this reason, it's not possible to place a cube inside a cube.
  • Cubes can be passed down to characters who have not found one yet, such as "mule" characters who want them for extra storage.
    • The character who passes down their cube will then have to retrieve another one.
  • The Horadric Cube is required to create Crafted Items.

Transmuting Formulae

Listed below are the current recipes for the Horadric Cube. New recipes are frequently added in patches. Place the items in the first half of the equation into the Cube and hit the Transmute Button (visible when the cube is open) to create the item in the second half of the equation. If invalid items are in the cube, your character will say, "I can't do that."

Secret Cow Level

Use this recipe to open a red portal to the secret cow level. The recipe must be performed in the Rogue Camp (Act One Town). A character must first defeat Baal on that difficulty level to open the portal. Characters who have killed the Cow King can not open the portal again, though they may pass through a portal if someone else opens it. (How the game assigns credit for killing the Cow King is tricky. See this forum thread for the details.)

  • Wirt's Leg + A Tome of Town Portal --> Red Portal to the Secret Cow Level


Upgrades

One of the most useful features of the cube is it's 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.

Gems

Gems can be upgraded all the way to perfect. Three of the same kind and quality will yield one of the same kind of the next higher quality.

  • 3 chipped topaz --> 1 flawed topaz
  • 3 flawed topaz --> 1 topaz
  • 3 topaz --> 1 flawless topaz
  • 3 flawless topaz --> 1 perfect topaz.

This works for all seven types of gems. Skulls included.

Runes

  • 3 El Runes --> 1 Eld Rune
  • 3 Eld Runes --> 1 Tir Rune
  • 3 Tir Runes --> 1 Nef Rune
  • 3 Nef Runes --> 1 Eth Rune
  • 3 Eth Runes --> 1 Ith Rune
  • 3 Ith Runes --> 1 Tal Rune
  • 3 Tal Runes --> 1 Ral Rune
  • 3 Ral Runes --> 1 Ort Rune

That was as far as Runes could be upgraded until the v1.10 patch added the following recipes. These only work in v1.10 or v1.11.

  • 3 Thul Runes + 1 chipped topaz --> 1 Amn Rune
  • 3 Amn Runes + 1 chipped amythest --> 1 Sol Rune
  • 3 Sol Runes + 1 chipped sapphire --> 1 Shael Rune
  • 3 Shael Runes + 1 chipped ruby --> 1 Dol Rune

Higher level runes can be upgraded, but only in v1.10 or v1.11, and only by single-player, open, or ladder characters. They will not work for normal characters on the realms.

  • 3 Dol Runes + 1 chipped emerald --> 1 Hel Rune
  • 3 Hel Runes + 1 chipped diamond --> 1 Io Rune
  • 3 Io Runes + 1 chipped topaz --> 1 Lum Rune
  • 3 Lum Runes + 1 flawed amythest --> 1 Ko Rune
  • 3 Ko Runes + 1 flawed sapphire --> 1 Fal Rune
  • 3 Fal Runes + 1 flawed ruby --> 1 Lem Rune
  • 3 Lem Runes + 1 flawed diamond --> 1 Pul Rune
  • 2 Pul Runes + 1 topaz --> 1 Um Rune
  • 2 Um Runes + 1 Topaz --> Mal Rune
  • 2 Mal Runes + 1 Amethyst --> Ist Rune
  • 2 Ist Runes + 1 Sapphire --> Gul Rune
  • 2 Gul Runes + 1 Ruby --> Vex Rune
  • 2 Vex Runes + 1 Emerald --> Ohm Rune
  • 2 Ohm Runes + 1 Diamond --> Lo Rune
  • 2 Lo Runes + 1 Flawless Topaz --> Sur Rune
  • 2 Sur Runes + 1 Flawless Amethyst --> Ber Rune
  • 2 Ber Runes + 1 Flawless Sapphire --> Jah Rune
  • 2 Jah Runes + 1 Flawless Ruby --> Cham Rune
  • 2 Cham Runes + 1 Flawless Emerald --> Zod Rune

A handy way to remember which gems are required for the upgrades past Ort is by using the acronym TASRED. As in, "Don't taze me, dude." ("Tasered" is the correct spelling, but that would repeat the "E".) Each gem except the skull: Topaz, Amythest, Sapphire, Emerald, Ruby, Diamond, is used, in repeating order and increasing quality. So Ort is T, Thul is A, Amn is S, and so on.

Potions

Potions can be upgraded as well. 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.

  • 3 health potions + 3 mana potions + 1 chipped gem --> 1 partial rejuvenation potion
  • 3 health potions + 3 mana potions + 1 normal quality gem --> 1 full rejuvenation potion
  • 3 partial rejuvenation potions --> 1 full rejuvenation potion




Foraging Recipes

Useful tricks to quickly turn junk into something you need right then and there, usually to save a trip back to town.

  • 2 Quivers of Bolts --> 1 Quiver of Arrows (random quantity)
  • 2 Quivers of Arrows --> 1 Quiver of Bolts (random quantity)
  • 1 Spear (any type/quality) + 1 Quiver of Arrows = 1 Stack of Javelins (non-magical, random quantity)
  • 1 Axe (any) + 1 Dagger (any) = A stack of throwing axes (non-magical, random quantity)
  • 1 Strangling Gas Potion + 1 Healing Potion (any type) --> 1 Antidote Potion




Recycling Recipes

These useful recipes allow methodical players to turn their junk into treasure, with enough attempts and some good luck on the item generation roll.


| | 3 Magic Amulets = 1 Random Magic Ring
Save any unwanted amulets for the chance of getting a high quality ring. ilvl = int(.75 * clvl). This means at Character Level 65, ilvl = 48. So any Magical Prefix or Suffix with a level of 48 and below might be available. </font>

| | 6 Perfect Skulls + 1 Rare Item = 1 Random Low Quality Rare Item of the same type
You can use this formula to get another chance at a Rare Item of the same type. ilvl = int(.4 * clvl) + int(.4 * ilvl) Player level matters. This formula will not work on items larger than 3x2. </font>


| | 1 Perfect Skull + 1 Rare Item + Stone of Jordan = 1 High Quality New Rare Item of the same type
This formula has the possibility of creating a higher quality Rare Item than the following formula. ilvl = int(.66 * clvl) + int(.66 * ilvl) That is, the ilvl will be equal to .66 times your clvl (rounded down) plus .66 times the input item's ilvl (also rounded down). </font> |}


| | 3 Magic Rings = 1 Random Magic Amulet
Save any unwanted rings for the chance of getting a high quality amulet. ilvl = int(.75 * clvl). This means at Character Level 65, ilvl = 48. So any Magical Prefix or Suffix with a level of 48 and below might be available. Since +2 to Skills amulets have a level of 90, it's not possible to create a +2 to skills Amulet with this formula. </font>


| | 3 Perfect Gems (of any type) + 1 Magic Item = 1 New Random Magic Item of the Same Type
You can use this formula to get another chance at a Magic Item of the same type. The ilvl = ilvl. This means to use 100% of the ilvl of the input item. It's important to note the difference between "the ilvl is set to a fixed number" like what happens in some recipes and "the ilvl of the output is exactly the same as the ilvl of the input" as is the case here. So if you're cubing for +skills Grand Charms, for example, you want to use Charms starting from late Nightmare, not ones that dropped in the Normal Blood Moor. You can use this formula (with an Amulet) to create a +2 Skills Amulet. And you cannot Gamble one before Character Level 84. Be warned however, that the chances of getting that on an Amulet might be very low (considering everything is available) and it might take a lot of tries. Rare Items cannot be used with this formula to create new Rare Items. You can also use this on Charms and Jewels. </font>






Item Creation

The most useful item creation is to make 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.


| | 4 Health Potions (of any type) + Ruby (any type) + Magical Sword = A Magic Sword of the Leech
You can use this formula to get a Life Stealing sword. ilvl = 30. The sword will always have the "of the Leech" suffix (4-5% Life Stolen Per Hit) and has a chance at getting a prefix as well. The type of sword is retained. For example, a champion sword as input will give a champion sword as output. </font>


| | 6 Perfect Gems (1 of each type) + 1 Amulet (Magic) = Prismatic Amulet
Use this formula to create an Amulet with Resistance to all. ilvl = 50. The amulet will always have the Prismatic prefix (All Resistances +16-20) and has a chance at getting a suffix as well. </font>

| | 1 Magic Ring + 1 Perfect Emerald + 1 Antidote Potion = 1 Jade Ring
Use this formula to create a Poison Resistance Ring. The Jade Ring has a random percentage (21-30%) of Poison Resistance. You may also receive an additional Magic Suffix. ilvl=30. </font>

| | 1 Magic Ring + 1 Perfect Ruby + 1 Exploding Potion = 1 Garnet Ring
Use this formula to create a Fire Resistance Ring. The Garnet Ring has a random percentage (21-30%) of Fire Resistance. You may also receive an additional Magic Suffix. ilvl=30. </font>

| | 1 Magic Ring + 1 Perfect Topaz + 1 Rejuvenation Potion = 1 Coral Ring
Use this formula to create a Lightning Resistance Ring. The Coral Ring has a random percentage (21-30%) of Lightning Resistance. You may also receive an additional Magic Suffix. ilvl=30.

| | 1 Magic Ring + 1 Perfect Sapphire + 1 Thawing Potion = 1 Cobalt Ring
Use this formula to create a Cold Resistance Ring. The Cobalt Ring has a random percentage (21-30%) of Cold Resistance. You may also receive an additional Magic Suffix. ilvl=30. </font>

| | 1 Magic Shield (any type) + 1 Spiked Club (any quality) + 2 Skulls (any quality) = Magic Shield of Spikes
ilvl=30. The shield will always have the "of Spikes" suffix (Attacker Takes Damage of 4-6) and has a chance at getting a prefix as well. The type of shield is retained, and any type of shield (including paladin shields and necromancer shrunken heads) works as input. </font>

| | Diamond (any quality) + 1 Staff (any type and quality) + 1 Kris (any quality) + 1 Belt (any type and quality) = Savage Polearm Class Weapon
ivl = 50. The polearm will always have the Savage prefix (66-80% Enhanced Damage) and has a chance at getting a suffix as well. The polearm will be one of the following, selected randomly: Bardiche, Battle Scythe, Bill, Halberd, Lochaber Axe, Partizan, Poleaxe, Scythe, Voulge, War Scythe (put another way, any normal polearm or any exceptional polearm other than Bec-de-Corbin and Grim Scythe).





Item Modification

Powerful recipes that can upgrade or improve existing items.


Transmute Formula

3 Perfect Skulls + 1 Rare Item + Stone of Jordan = Add 1 Socket To a Rare Item
Rare Items can only have one socket. You cannot add sockets to items that don't normally have sockets. You can not use this on a Rare with one socket. You can only add one socket to a zero socket Rare Item. </font>








Diablo II 1.10 Transmuting Formulae

| | 3 Standard Gems (normal) and 1 Socketed Weapon (Any Type) = 1 Socketed Magic Weapon (of same type)
This takes a socketed weapon and makes it a magic socketed weapon with a random number of sockets. This allows you to get new magic bonuses on an otherwise non magical weapon. The original weapon properties will be removed (rerolled) when the new weapon is created. ilvl = 30. It gets 1-2 sockets. </font> |}


Transmute Formula

3 Chipped Gems + 1 Magic Weapon = Socketed Magic Weapon
This adds sockets to a magic weapon. The original magic weapon properties will be removed (rerolled) when the new weapon is created. If you use this formula with a weapon that is not normally socketed such as a Javelin, this recipe will create a new magical weapon without any sockets. ilvl=25 magic weapon with 1-2 sockets. </font>


Transmute Formula

3 Flawless Gems + 1 Magic Weapon = Socketed Magic Weapon
This adds sockets to a magic weapon. The original magic weapon properties will be removed (rerolled) when the new weapon is created. If you use this formula with a weapon that is not normally socketed such as a Javelin, this recipe will create a new magical weapon without any sockets. ilvl=30 magic weapon with 1-2 sockets. </font>


Transmute Formula

1 Tal Rune + 1 Thul Rune + 1 Perfect Topaz + Normal Body Armor = Socketed Body Armor of same type
The number of sockets created will vary. The item must be normal and unsocketed. Low-quality items and superior items do not work. The item gets 1-4 sockets, randomly. However, the number of sockets is then restricted by the maximum number of sockets that base item with that ilvl can have. The chance to get X sockets in most armor is 1/4 (I.E: Mage plate has a max of 3 sockets, so it has a 2/4 [1/2] chance to get 3 sockets). The base of 6 was used in the ratios for all the above mentioned areas. </font>


Transmute Formula

1 Ral Rune + 1 Amn Rune + 1 Perfect Amethyst + Normal Weapon = Socketed Weapon of same type
The number of sockets created will vary. The item must be normal and unsocketed. Low-quality items and superior items do not work. The item gets 1-6 sockets, randomly. However, the number of sockets is then restricted by the maximum number of sockets that base item with that ilvl can have. For example, if you have an item that can only have 2 sockets, there's a 5/6 chance of getting 2 sockets and a 1/6 chance of getting 1 socket. </font>


Transmute Formula

1 Ral Rune + 1 Thul Rune + 1 Perfect Sapphire + Normal Helm = Socketed Helm of same type
The number of sockets created will vary. The item must be normal and unsocketed. Low-quality items and superior items do not work. The item gets 1-3 sockets, randomly. However, the number of sockets is then restricted by the maximum number of sockets that base item with that ilvl can have. For example, if you have an item that can only have 2 sockets, there's a 2/3 chance of getting 2 sockets and a 1/3 chance of getting 1 socket. </font>


Transmute Formula

1 Tal Rune + 1 Amn Rune + 1 Perfect Ruby + Normal Shield = Socketed Shield of same type
The number of sockets created will vary. The item must be normal and unsocketed. Low-quality items and superior items do not work. The item gets 1-4 sockets, randomly. However, the number of sockets is then restricted by the maximum number of sockets that base item with that ilvl can have. For example, if you have an item that can only have 2 sockets, there's a 3/4 chance of getting 2 sockets and a 1/4 chance of getting 1 socket. </font>


Transmute Formula

1 Eld Rune + 1 Chipped Gem + Low Quality Weapon = Normal Quality Weapon of same type
ilvl = 1. That is, regardless of what the ilvl was beforehand, it will be set to 1. </font>


Transmute Formula

1 El Rune + 1 Chipped Gem + Low Quality Armor = Normal Quality Armor of same type
</font>


Transmute Formula

1 Ral Rune + 1 Sol Rune + 1 Perfect Emerald + Normal Unique Weapon = Exceptional Version of Weapon
This formula changes the base item type from the normal to exceptional version. For example an Axe is turned into a Cleaver. This does NOT convert the item to the Exceptional Unique version of the Unique Item. Unique item bonuses remain the same; only the item it's based on is upgraded. This can be used to upgrade Ethereal Items also. They will continue to be Ethereal after they are upgraded. Also if the item is socketed, then jewels or runes and their mods will also remain. </font>


Transmute Formula

1 Tal Rune + 1 Shael Rune + 1 Perfect Diamond + Normal Unique Armor = Exceptional Version of Armor
This formula changes the base item type from the normal to exceptional version. For example Quilted Armor is turned into Ghost Armor. This does NOT convert the item to the Exceptional Unique version of the Unique Item. So you cannot for example use this formula to transform [/diablo2exp/items/normal/uarmor.shtml Greyform] into [/diablo2exp/items/exceptional/uarmor.shtml The Spirit Shroud]. Unique item bonuses remain the same; only the item it's based on is upgraded. This can be used to upgrade Ethereal Items also. They will continue to be Ethereal after they are upgraded. Also if the item is socketed, then jewels or runes and their mods will also remain. Armor refers to any sort of armor, including helms, boots, belts, gloves and shields, not just body armor. </font>


Transmute Formula

1 Lum Rune + 1 Pul Rune + 1 Perfect Emerald + Exceptional Unique Weapon = Elite Version of Weapon (Single Player, Ladder Only)
This formula changes the base item type from the exceptional to elite version. For example a Cleaver is turned into a Small Crescent. This does NOT convert the item to the Elite Unique version of the Exceptional Unique Item. Unique item bonuses remain the same; only the item it's based on is upgraded. This can be used to upgrade Ethereal Items also. They will continue to be Ethereal after they are upgraded. You cannot do this formula unless you are using a Ladder Character. Also if the item is socketed, then jewels or runes and their mods will also remain. </font>


Transmute Formula

1 Ko Rune + 1 Lem Rune + 1 Perfect Diamond + Exceptional Unique Armor = Elite Version of Armor (Single Player, Ladder Only)
This formula changes the base item type from the exceptional to elite version. For example Ghost Armor is turned into a Dusk Shroud. This does NOT convert the item to the Elite Unique version of the Unique Item. Unique item bonuses remain the same; only the item it's based on is upgraded. This can be used to upgrade Ethereal Items also. They will continue to be Ethereal after they are upgraded. You cannot do this formula unless you are using a Ladder Character. Also if the item is socketed, then jewels or runes and their mods will also remain. Armor refers to any sort of armor, including helms, boots, belts, gloves and shields, not just body armor. </font>


Transmute Formula

1 Ort Rune + 1 Amn Rune + 1 Perfect Sapphire + Normal (Basic) Rare Weapon = Exceptional Rare Weapon
The item type is upgraded. </font>


Transmute Formula

1 Ral Rune + 1 Thul Rune + 1 Perfect Amethyst + Normal (Basic) Rare Armor = Exceptional Rare Armor
The item type is upgraded. </font>


Transmute Formula

1 Fal Rune + 1 Um Rune + 1 Perfect Sapphire + Exceptional Rare Weapon = Elite Rare Weapon
The item type is upgraded. </font>


Transmute Formula

1 Ko Rune + 1 Pul Rune + 1 Perfect Amethyst + Exceptional Rare Armor = Elite Rare Armor
The item type is upgraded. </font>


Transmute Formula

1 Ort Rune + Weapon = Fully Repaired Weapon
Use this Rune + Your Horadric Cube to repair your weapon. You cannot repair Ethereal items. </font>


Transmute Formula

1 Ral Rune + Armor = Fully Repaired Armor
Use this Rune + Your Horadric Cube to repair your armor. You cannot repair ethereal armor. </font>


Transmute Formula

1 Hel Rune + Scroll of Town Portal + Any Socketed Item = Remove items from sockets
Warning: This will destroy any gems, runes, or jewels you have socketed. This is useful if you are not happy with the gems you have socketed and you want to socket the item in another way. </font>


Transmute Formula

1 Ort Rune + 1 Chipped Gem (any kind) + Weapon = Fully Repaired and Recharged Weapon
You cannot repair ethereal weapons. </font>


Transmute Formula

1 Ral Rune + 1 Flawed Gem (any kind) + Armor = Fully Repaired and Recharged Armor
You cannot repair ethereal armor. Armor refers to any sort of armor, including helms, boots, belts, gloves and shields, not just body armor. </font>