Cube Recipes

The Horadric Cube is a quest item obtained in Act II which can be used to complete several quests. In addition to that task, it can be also used as a permanent backpack to store additional items and create new ones.
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.

Items will be Identified by Cain while inside the Horadric Cube.

You cannot place a Horadric Cube within a Horadric Cube, imagine that...

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
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 Crafted Items.

Transmuting Formulae
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.

| 3 Runes of the Same Type (Runes 1-9) = 1 Higher Level Rune 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 3 Ort Runes -> 1 Thul Rune This only works for Runes El-Ort and not on any higher Runes.
| 3 Perfect Skulls + 1 Rare Item + Stone of Jordan = Add 1 Socket To a Rare Item Rare Items can only have two sockets. You cannot add sockets to items that don't normally have sockets.
| 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).
| 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.
| 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.
| 3 Magic Rings = 1 Random Magic Ring Save any unwanted rings 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.
| 3 Magic Amulets = 1 Random Magic Amulet Save any unwanted amulets 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 51 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.
| 3 Small Rejuvenation Potions = 1 Full Rejuvenation Potion
| 3 Gems of the Same Type and Grade (lower than Perfect) = 1 Higher Grade Gem of the Same Type Use this formula to upgrade your growing masses of low quality Gems into something more useful.
| 2 Quivers of Bolts = 1 Quiver of Arrows For users of Bows that are in need of ammunition. Random quantity of Arrows produced.
| 2 Quivers of Arrows = 1 Quiver of Bolts For users of Crossbows that are in need of ammunition. Random quantity of Bolts produced.
| 1 Spear + 1 Quiver of Arrows = 1 Stack of Javelins Mainly for Amazons that are in need of Javelins to use with skills. Any class/type of Spear can be used.
| 1 Axe + 1 Dagger = Throwing Axe Any class/type of Axe can be used (i.e. magic/socketed/non magical axe/etc). Random quantity of throwing axes produced.
| 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.
| Strangling Gas Potion + any type of Healing Potion = 1 Antidote Potion
| 6 Perfect Gems (1 of each type) + 1 Amulet (any quality) = Prismatic Amulet Use this formula to create an Amulet with Resistance to all. ilvl = 50. The amulet will always have the Prismatic prefix (All Resistancs +16-20) and has a chance at getting a suffix as well.
| 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.
| 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.
| 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.
| 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.
| 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).
| Wirt's Leg + A Tome of Town Portal = Secret Cow Level You must Transmute in the Act I Rogue Encampment. You must have already killed Baal in the same Difficulty Level. One time per Difficulty Level. Warning: 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
Diablo II 1.10 Transmuting Formulae
| 3 Thul Runes + 1 Chipped Topaz = Amn Rune 3 Amn Runes + 1 Chipped Amethyst = Sol Rune 3 Sol Runes + 1 Chipped Sapphire = Shael Rune 3 Shael Runes + 1 Chipped Ruby = Dol Rune
| The following Rune upgrade formulae will only work for Single-Player, Open, or Ladder Characters. They will not work for Normal Characters on the Realms. 3 Dol Runes = Hel Rune 3 Hel Runes = Io Rune 3 Io Runes = Lum Rune 3 Lum Runes = Ko Rune 2 Ko Runes = Fal Rune 2 Fal Runes = Lem Rune 2 Lem Runes = Pul Rune 2 Pul Runes = Um Rune 2 Um Runes = Mal Rune 2 Mal Runes = Ist Rune 2 Ist Runes = Gul Rune 2 Gul Runes = Vex Rune 2 Vex Runes = Ohm Rune 2 Ohm Runes = Lo Rune 2 Lo Runes = Sur Rune 2 Sur Runes = Ber Rune 2 Ber Runes = Jah Rune 2 Jah Runes= Cham Rune 2 Cham Runes = Zod Rune
| 3 Health Potions + 3 Mana Potions + 1 Chipped Gem = 1 Rejuvenation Potion Use this formula if you are in need of instant healing and/or mana. Any grade of Health/Mana Potion can be used.
| 3 Health Potions + 3 Mana Potions + 1 Standard Gem (normal) = 1 Full Rejuvenation Potion Use this formula if you are in need of instant full healing and/or mana. Any grade of Health/Mana Potion can be used.
| 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.
| 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.
| 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.
| 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. 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.
| 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.
| 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 5/6 chance of getting 2 sockets and a 1/6 chance of getting 1 socket.
| 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 5/6 chance of getting 2 sockets and a 1/6 chance of getting 1 socket.
| 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.
| 1 El Rune + 1 Chipped Gem + Low Quality Armor = Normal Quality Armor of same type
| 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.
| 1 Tal Rune + 1 Shael Rune + 1 Perfect Diamond + Normal Unique Armor = Exceptional Version of Armor This formula changes the base item type from the normal to exceptional version. For example Quilted Armor is turned into Ghost Armor. This does NOT convert the item to the Exceptional Unique version of the Unique Item. So you cannot for example use this formula to transform Greyform into The Spirit Shroud. Unique item bonuses remain the same; only the item it's based on is upgraded. This can be used to upgrade Ethereal Items also. They will continue to be Ethereal after they are upgraded. Also if the item is socketed, then jewels or runes and their mods will also remain. Armor refers to any sort of armor, including helms, boots, belts, gloves and shields, not just body armor.
| 1 Lum Rune + 1 Pul Rune + 1 Perfect Emerald + Exceptional Unique Weapon = Elite Version of Weapon (Ladder Only) This formula changes the base item type from the exceptional to elite version. For example a Cleaver is turned into a Small Crescent. This does NOT convert the item to the Elite Unique version of the Exceptional Unique Item. Unique item bonuses remain the same; only the item it's based on is upgraded. This can be used to upgrade Ethereal Items also. They will continue to be Ethereal after they are upgraded. You cannot do this formula unless you are using a Ladder Character. Also if the item is socketed, then jewels or runes and their mods will also remain.
| 1 Ko Rune + 1 Lem Rune + 1 Perfect Diamond + Exceptional Unique Armor = Elite Version of Armor (Ladder Only) This formula changes the base item type from the exceptional to elite version. For example Ghost Armor is turned into a Dusk Shroud. This does NOT convert the item to the Elite Unique version of the Unique Item. Unique item bonuses remain the same; only the item it's based on is upgraded. This can be used to upgrade Ethereal Items also. They will continue to be Ethereal after they are upgraded. You cannot do this formula unless you are using a Ladder Character. Also if the item is socketed, then jewels or runes and their mods will also remain. Armor refers to any sort of armor, including helms, boots, belts, gloves and shields, not just body armor.
| 1 Ort Rune + 1 Amn Rune + 1 Perfect Sapphire + Normal (Basic) Rare Weapon = Exceptional Rare Weapon The item type is upgraded.
| 1 Ral Rune + 1 Thul Rune + 1 Perfect Amethyst + Normal (Basic) Rare Armor = Exceptional Rare Armor The item type is upgraded.
| 1 Fal Rune + 1 Um Rune + 1 Perfect Sapphire + Exceptional Rare Weapon = Elite Rare Weapon The item type is upgraded.
| 1 Ko Rune + 1 Pul Rune + 1 Perfect Amethyst + Exceptional Rare Armor = Elite Rare Armor The item type is upgraded.
| 1 Ort Rune + Weapon = Fully Repaired Weapon Use this Rune + Your Horadric Cube to repair your weapon. You cannot repair Ethereal items.
| 1 Ral Rune + Armor = Fully Repaired Armor Use this Rune + Your Horadric Cube to repair your armor. You cannot repair ethereal armor.
| 1 Hel Rune + Scroll of Town Portal + Any Socketed Item = Unsocket that item 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.
| 1 Ort Rune + 1 Chipped Gem (any kind) + Weapon = Fully Repaired and Recharged Weapon You cannot repair ethereal weapons.
| 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.

Phrasz Mod Recipes
As taken from Talonrage Cube Recipe Plugin

3 Magic Charms of Same Type = New magic Charm of Same type
| Any 3 Magic Small Charms = Rerolled Small Charm (at 100% Character Level)
| Any 3 Magic Large Charms = Rerolled Large Charm (at 100% Character Level)
| Any 3 Magic Grand Charms = Rerolled Grand Charm (at 100% Character Level)

3 Jewels of Same Type = New Jewel of Same type
| Any 3 Magic Jewels = Rerolled Magic Jewel (at 100% Character Level)
| Any 3 Rare Jewels = Rerolled Rare Jewel (at 100% Character Level)

Unique Arrows & Bolts
| Quiver of Arrows + Tir Rune + Regular Amethyst = Normal Unique Arrows (lvl 6 rquired)
| Quiver of Bolts + Tir Rune + Regular Amethyst = Normal Unique Bolts (lvl 6 rquired)
| Quiver of Arrows + Thul Rune + Perfect Topaz = Exceptional Unique Arrows (lvl 35 rquired)
| Quiver of Bolts + Thul Rune + Perfect Topaz = Exceptional Unique Bolts (lvl 35 rquired)
| Quiver of Arrows + Fal Rune + Perfect Saphire = Elite Unique Arrows (lvl 65 rquired)
| Quiver of Bolts + Fal Rune + Perfect Saphire = Elite Unique Bolts (lvl 65 rquired)
| Any Unique Arrows or Bolts + Any Health Potion = Replenish Arrow Stack to 244

Socketed Armor , Shields & Weapons (for Runewords)
| Magic Armor + Sol Rune = Normal 2 Socket Armor
| Magic Armor + Shael Rune = Normal 3 Socket Armor
| Magic Armor + Dol Rune = Normal 4 Socket Armor
| Magic Weapon + Amn Rune = Normal 2 Socket Weapon
| Magic Weapon + Sol Rune = Normal 3 Socket Weapon
| Magic Weapon + Shael Rune = Normal 4 Socket Weapon
| Magic Weapon + Dol Rune = Normal 5 Socket Weapon
| Magic Weapon + Hel Rune = Normal 6 Socket Weapon

Adding Sockets to Armor , Shields & Weapons
| Set & Unique Weapon/Armor Types/Shield + Lem Rune = Adds 1 Socket to Item
| Rare & Crafted Weapon/Armor Types/Shield + Hel Rune = Adds 2 Socket to Item
| Magic Weapon/Armor Types/Shield + Thul Rune = Adds 3 Socket to Item

Weapons & Chipped Gems
| Any Weapon + Chipped Topaz = Adds 1 - 4 Lightning Damage (+1 Level)
| Any Weapon + Chipped Ruby = Adds 2 - 3 Fire Damage (+1 Level)
| Any Weapon + Chipped Saphire = Adds 1 - 2 Cold Damage (+1 Level)
| Any Weapon + Chipped Emerald = Adds 6 Poison Damage (6s) (+1 Level)
| Any Weapon + Chipped Skull = Adds +1 Maximum Damage (+1 Level)
| Any Weapon + Chipped Amethyst = Adds +20 Attack rating (+1 Level)
| Any Weapon + Chipped Diamond = Adds +1 Durability (+1 Level)

Weapons & Flawed Gems
| Any Weapon + Flawed Topaz = Adds 1 - 15 Lightning Damage (+3 Levels)
| Any Weapon + Flawed Ruby = Adds 6 - 9 Fire Damage (+3 Levels)
| Any Weapon + Flawed Saphire = Adds 3 - 6 Cold Damage (+3 Levels)
| Any Weapon + Flawed Emerald = Adds 12 Poison Damage (6s) (+3 Levels)
| Any Weapon + Flawed Skull = Adds + 1-4 Normal Damage (+3 Levels)
| Any Weapon + Flawed Amethyst = Adds +30 Attack rating (+3 Levels)
| Any Weapon + Flawed Diamond = Adds +2 Durability (+1 Levels)

Weapons & Regular Gems
| Any Weapon + Flawed Topaz = Adds 1 - 30 Lightning Damage (+5-6 Levels)
| Any Weapon + Flawed Ruby = Adds 12 - 20 Fire Damage (+5-6 Levels)
| Any Weapon + Flawed Saphire = Adds 6 - 12 Cold Damage (+5-6 Levels)
| Any Weapon + Flawed Emerald = Adds 18 Poison Damage (6s) (+5-6 Levels)
| Any Weapon + Flawed Skull = Adds + 2-7 Normal Damage (+5-6 Levels)
| Any Weapon + Flawed Amethyst = Adds +50 Attack rating (+5-6 Levels)
| Any Weapon + Flawed Diamond = Adds +3 Durability (+1 Level)

Weapons & Flawless Gems
| Any Weapon + Flawed Topaz = Adds 1 - 50 Lightning Damage (+8 Levels)
| Any Weapon + Flawed Ruby = Adds 18 - 35 Fire Damage (+8 Levels)
| Any Weapon + Flawed Saphire = Adds 12 - 20 Cold Damage (+8 Levels)
| Any Weapon + Flawed Emerald = Adds 35 Poison Damage (6s) (+8 Levels)
| Any Weapon + Flawed Skull = Adds + 3-11 Normal Damage (+8 Levels)
| Any Weapon + Flawed Amethyst = Adds +75 Attack rating (+8 Levels)
| Any Weapon + Flawed Diamond = Adds +4 Durability (+1 Level)

Weapons & Perfect Gems
| Any Weapon + Perfect Topaz = Adds 1 - 75 Lightning DMG (+11 Levels)
| Any Weapon + Perfect Ruby = Adds 30 - 50 Fire Damage (+11 Levels)
| Any Weapon + Perfect Saphire = Adds 20 - 30 Cold Damage (+11 Levels)
| Any Weapon + Perfect Emerald = Adds 100 Poison Damage (7s) (+11 Levels)
| Any Weapon + Perfect Skull = Adds + 5-15 Normal Damage (+12 Levels)
| Any Weapon + 3 Perfect Skulls = Adds 1% life/mana Steal (+7 Levels)
| Any Weapon + Perfect Amethyst = Adds +5% to Attack Rating (+9 Levels)
| Any Weapon + Perfect Diamond = Adds 5 to Total Durability (+1 Levels)

All Armor Types & Perfect Gems
| Any Armor + Perfect Diamond = Adds 5 Durability (+1 Levels)
| Any Armor + 3 Perfect Diamonds = Adds 5% Defense (+3 Levels)

Body Armor & Perfect Gems
| Any Torso Armor + Perfect Topaz = Adds 20 Magic Find (+10 Levels)
| Any Torso Armor + Perfect Ruby = Adds 35 Life (+18 Levels)
| Any Torso Armor + Perfect Saphire = Adds 20 Mana (+15 Levels)
| Any Torso Armor + Perfect Emerald = Adds 5 Dexterity (+10 Levels)
| Any Torso Armor + Perfect Skull = Adds +1 HP Regen & +5% Mana Regen (+5 Levels)
| Any Torso Armor + Perfect Amethyst = Adds 5 Strength (+10 Levels)

Gloves/Belts/Boots/Helms & Perfect Gems
| Any Belt/Boot/Glove/Helm + Perfect Topaz = Adds 3% Magic Find (+3 Levels)
| Any Belt/Boot/Glove/Helm + Perfect Ruby = Adds 5 Life (+5 Levels)
| Any Belt/Boot/Glove/Helm + Perfect Saphire = Adds 4 Mana (+5 Levels)
| Any Belt/Boot/Glove/Helm + Perfect Emerald = Adds 5 Dexterity (+10 Levels)
| Any Belt/Boot/Glove/Helm + Perfect Skull = Adds +1 HP Regen & +5% Mana Regen (+9 Levels)
| Any Belt/Boot/Glove/Helm + Perfect Amethyst = Adds 5 Strength (+10 Levels)

Shields & Perfect Gems
| Any Shield + Perfect Topaz = Adds 12% Lightning Resistance (+7 Levels)
| Any Shield + Perfect Ruby = Adds 12% Fire Resistance (+7 Levels)
| Any Shield + Perfect Saphire = Adds 12% Cold Resistance (+7 Levels)
| Any Shield + Perfect Emerald = Adds 12% Poison Resistance (+7 Levels)
| Any Shield + Perfect Skull = Attacker Takes 20 Damage & Adds (+9 Levels)
| Any Shield + Perfect Amethyst = 5% to Increased Chance to Block (+12 Levels)
| Any Shield + 2 Perfect Diamonds = Adds 10% to All Resistances (+15 Levels)

Amulets & Perfect Gems
| Any Amulet + 6 Perfect Topazs = +1 Assassin Levels (+30 Levels)
| Any Amulet + 6 Perfect Rubys = +1 Barbarian Levels (+30 Levels)
| Any Amulet + 6 Perfect Saphires = +1 Sorceress Levels (+30 Levels)
| Any Amulet + 6 Perfect Emeralds = +1 Druid Levels (+30 Levels)
| Any Amulet + 6 Perfect Skulls = +1 Necromancer Levels (+30 Levels)
| Any Amulet + 6 Perfect Amethysts = +1 Amazon Levels (+30 Levels)
| Any Amulet + 6 Perfect Diamonds = +1 Paladin Levels (+30 Levels)

Rings & Perfect Gems
| Any Ring + Perfect Topazs = +3% Magic Find (+7 Levels)
| Any Ring + Perfect Rubys = +5 Life (+5 Levels)
| Any Ring + Perfect Saphires = +5 Mana (+5 Levels)
| Any Ring + Perfect Emeralds = +5 Dexterity (+8 Levels)
| Any Ring + Perfect Skulls = Attacker Takes 4 Damage (+2 Levels)
| Any Ring + Perfect Amethysts = +5 Strength (+8 Levels)
| Any Ring + Perfect Diamonds = +3% All Resistances (+9 Levels)

Lowers Level Requirements to Equip Items Aquired from other cubing formulas or enhanced Runewords.
| Any Weapon/Armor Type/Shield/Ring/Amulet + 3 Magic Jewels + Zod Rune = -10 to Levels Requirements to Equip.**
| ** It will NOT reduce an item Level Requirement Below its Base Value (Ie: Frostburn is minimum lvl 29). This formula is really only good for removing added levels from other Cubing Formulas or Runewords with levels higher then normally allowed by thier highest rune level.

Replenish Ethereal Item Durability
| Any Ethereal Item + 2 Unique Jewels + Pul Rune = Full Restore of Durability

Forces Item Ethereal
| Any Weapon/Armor Type/Shield + 2 Unique Jewels + Ohm Rune = Forces Normal Ethereal Item (May be Superior)

Weapons & Runes
| Any Weapon + 3 Magic Jewels + El Rune = +1 Light Radius (+1 Levels)
| Any Weapon + 3 Magic Jewels + Eld Rune = 100% dmg to Undead (+12 Levels)
| Any Weapon + 3 Magic Jewels + Tir Rune = +1 Mana per Kill (+8 Levels)
| Any Weapon + 3 Magic Jewels + Nef Rune = Adds +1 Knockback (+15 Levels)
| Any Weapon + 3 Magic Jewels + Eth Rune = -5% Targets Defense (+9 Levels)
| Any Weapon + 3 Magic Jewels + Ith Rune = +3 Maximum Damage (+1 Levels)
| Any Weapon + Ral + Ort + Tal + Thul = 10 - 50 Elemental Dmg (+20 Levels)
| Any Weapon + 3 Magic Jewels + Amn Rune = +2% Life Leech (+10 Levels)
| Any Weapon + 3 Magic Jewels + Sol Rune = +1 Minimum Damage (+1 Levels)
| Any Weapon + 2 Ith + 2 Sol Runes = Adds 1 - 3 Normal Dmg (+1 Levels)
| Any Weapon + Magic Jewel + 2 Shael Runes = +10% IAS (+15 Levels)
| Any Weapon + 3 Magic Jewel + Dol Runes = %11 causes Monster Flee (+7 Levels)
| Any Weapon + 3 Magic Jewel + Hel Runes = -3% to Requirements (+1 Levels)
| Any Weapon + Io + Ko + Lum + Fal Runes = +5 All Attributes (+8 Levels)
| Any Weapon + 3 Magic Jewel + Lem Runes = %10 Extra Gold (+4 Levels)
| Any Weapon + Magic Jewel + 3 Lem Runes = -4% Vendor Costs (+16 Levels)
| Any Weapon + 3 Magic Jewel + Pul Runes = 100% dmg to Demons (+12 Levels)
| Any Weapon + 3 Magic Jewel + Um Runes = +%15 Open Wounds (+5 Levels)
| Any Weapon + 3 Magic Jewel + Mal Runes = Prevents Monster Heal (+25 Levels)
| Any Weapon + 3 Magic Jewel + Ist Runes = +30 Magic Find (+18 Levels)
| Any Weapon + 3 Magic Jewel + Gul Runes = +20% Attack Rating (+12 Levels)
| Any Weapon + 3 Magic Jewel + Vex Runes = +2% Manaleech (+10 Levels)
| Any Weapon + 2 Amn + 2 Vex Runes = +2% Duel-Leech (+12 Levels)
| Any Weapon + 3 Magic Jewel + Ohm Runes = +2.5% Damage/lvl (+35 Levels)
| Any Weapon + 3 Magic Jewel + Lo Runes = +1% Deadly Strike/lvl (+25 Levels)
| Any Weapon + 3 Magic Jewels + Sur Rune = Hit Blinds Target +2 (+19 Levels)
| Any Weapon + 3 Magic Jewel + Ber Runes = +.75% Crushing Blow/lvl (+35 Levels)
| Any Weapon + 3 Magic Jewel + Jah Runes = Ignore Targets Ac (+25 Levels)
| Any Weapon + 3 Magic Jewel + Cham Runes = Freeze Target (2s) (+18 Levels)

All Armor Types & Runes
| Any Armor Types + 3 Magic Jewels + El Rune = +1 Light Radius (+1 Levels)
| Any Armor Types + 3 Magic Jewel + Hel Rune = -3% to Requirements (+1 Levels)
| Any Armor Types + Magic Jewel + 3 Lem Runes = -4% Vendor Costs (+16 Levels)
| Any Armor Types + 3 Magic Jewel + Pul Rune = +20% Enhanced Defense (+7 Levels)
| AnY Armor Types + 3 Magic Jewels + Um Rune = +1% Added Experience (+8 Levels)
| Any Armor Types + 3 Magic Jewels + Gul Rune = 5% Resist Poison Maximum (+8 Levels)
| Any Armor Types + 3 Magic Jewels + Vex Rune = 5% Resist Fire Maximum (+8 Levels)
| Any Armor Types + 3 Magic Jewels + Ohm Rune = 5% Resist Cold Maximum (+8 Levels)
| Any Armor Types + 3 Magic Jewels + Lo Rune = 5% Resist Lightning Maximum (+8 Levels)
| Any Armor Types + Gul + Vex + Ohm + Lo Runes = +5% Resist All Maximum (+24 Levels)
| Any Armor Types + 3 Magic Jewel + Ber Rune = 5% Damage Reduced (+20 Levels)
| Any Armor Types + 3 Magic Jewel + Cham Rune = Nofreze (+20 Levels)

Any Body Armor (Torso) & Runes
| Any Torso Armor + 3 Magic Jewels + Eld Rune = 15% Slower Stamina Drain (+9 Levels)
| Any Torso Armor + 3 Magic Jewels + Tir Rune = +1 Mana Per Kill (+7 Levels)
| Any Torso Armor + 3 Magic Jewels + Nef Rune = +25 defense (+5 Levels)
| Any Torso Armor + 3 Magic Jewels + Eth Rune = +5% Regenerate Mana (+3 Levels)
| Any Torso Armor + 3 Magic Jewels + Ith Rune = +5% Damage-To-Mana (+2 Levels)
| Any Torso Armor + Ral + Ort + Tal + Thul = +15% All Resistances (+15 Levels)
| Any Torso Armor + 3 Magic Jewels + Amn Rune = attacker takes dmg 14 (+6 Levels)
| Any Torso Armor + 3 Magic Jewels + Sol Rune = Reduces Damage by 2 (+2 Levels)
| Any Torso Armor + 3 Magic Jewel + Shael Rune = +10% Faster Hit Recovery (+10 Levels)
| Any Torso Armor + 3 Magic Jewel + Dol Rune = +3 Regenerate Life (+5 Levels)
| Any Torso Armor + Io + Ko + Lum + Fal Rune = +5 All Attributes (+8 Levels)
| Any Torso Armor + 3 Magic Jewel + Lem Rune = %10 Extra Gold (+4 Levels)
| Any Torso Armor + 3 Magic Jewels + Mal Rune = Reduces mag Damage by 2 (+2 Levels)
| Any Torso Armor + 3 Magic Jewel + Ist Rune = +30 Magic Find (+15 Levels)
| Any Torso Armor + 3 Magic Jewel + Sur Rune = +5% maximum Mana (+10 Levels)
| Any Torso Armor + 3 Magic Jewel + Jah Runes = +5% maximum life (+10 Levels)

Any Belts/Boots/Gloves/Helms & Runes
| Any Belts/Boots/Gloves/Helms + 3 Magic Jewels + Eld Rune = +8% Slower Stamina Drain (+9 Levels)
| Any Belts/Boots/Gloves/Helms + 3 Magic Jewels + Tir Rune = +1 Mana Per Kill (+8 Levels)
| Any Belts/Boots/Gloves/Helms + 3 Magic Jewels + Nef Rune = +8 Defense (+3 Levels)
| Any Belts/Boots/Gloves/Helms + 3 Magic Jewels + Eth Rune = +5% Regenerate Mana (+4 Levels)
| Any Belts & Boots + 3 Magic Jewels + Ith Rune = +3% Damage-To-Mana (+2 Levels)
| Any Belts/Boots/Gloves/Helms + Ral + Ort + Tal + Thul = +10% All Resistances (+20 Levels)
| Any Belts/Boots/Gloves/Helms + 3 Magic Jewels + Amn Rune = attacker takes dmg 10 (+7 Levels)
| Any Belts/Boots/Gloves/Helms + 3 Magic Jewels + Sol Rune = Reduces Damage by 1 (+2 Levels)
| Any Belts/Boots/Gloves/Helms + 3 Magic Jewel + Shael Runes = +5% Faster Hit Recovery (+10 Levels)
| Any Belts/Boots/Gloves/Helms + 3 Magic Jewel + Dol Runes = +1 Regenerate Life (+7 Levels)
| Any Belts/Boots/Gloves/Helms + Io + Ko + Lum + Fal Runes = +5 All Attributes (+12 Levels)
| Any Belts/Boots/Gloves/Helms + 3 Magic Jewel + Lem Runes = %8 Extra Gold (+6 Levels)
| Any Belts/Boots/Gloves/Helms + 3 Magic Jewels + Mal Rune = Reduces Mag Damage by 1 (+2 Levels)
| Any Belts/Boots/Gloves/Helms + 3 Magic Jewel + Ist Runes = +15 Magic Find (+15 Levels)
| Any Belts/Boots/Gloves/Helms + 3 Magic Jewel + Sur Runes = +4% maximum mana (+12 Levels)
| Any Belts/Boots/Gloves/Helms + 3 Magic Jewel + Jah Runes = +4% maximum life (+12 Levels)

Shields & Runes
| Any Shield + 3 Magic Jewels + El Rune = +1 Light Radius (+1 Levels)
| Any Shield + 3 Magic Jewels + Eld Rune = +5% Increased chance to Block (+7 Levels)
| Any Shield + 3 Magic Jewels + Tir Rune = +1 Mana Per Kill (+5 Levels)
| Any Shield + 3 Magic Jewels + Nef Rune = +20 Defense (+6 Levels)
| Any Shield + 3 Magic Jewels + Eth Rune = 10% Mana Regenaration (+6 Levels)
| Any Shield + Tal + Ral + Ort + Thul = +30% All Resistances (+20 Levels)
| Any Shield + 3 Magic Jewels + Amn Rune = Attacker Takes 20 damage (+5 Levels)
| Any Shield + 3 Magic Jewels + Sol Rune = Reduce Damage by 10 (+6 Levels)
| Any Shield + 3 Magic Jewels + Shael Rune = +10% Faster Block Rate (+10 Levels)
| Any Shield + 3 Magic Jewels + Dol Rune = +7 Regen Life (+10 Levels)
| Any Shield + 3 Magic Jewels + Hel Rune = -3% Requirements (+1 Levels)
| Any Shield + Io + Ko + Lum + Fal Rune = +5 All Attributes (+10 Levels)
| Any Shield + 3 Magic Jewel + Lem Runes = +10% Extra Gold (+5 Levels)
| Any Shield + Magic Jewel + 3 Lem Runes = -4% Vendor Costs (+16 Levels)
| Any Shield + 3 Magic Jewel + Pul Runes = 20% Increased Defense (+7 Levels)
| Any Shield + 3 Magic Jewels + Um Rune = +%1 Added Experience (+8 Levels)
| Any Shield + 3 Magic Jewels + Mal Rune = Reduce Magic Damage by 10 (+6 Levels)
| Any Shield + 3 Magic Jewel + Ist Runes = +25 Magic Find (+20 Levels)
| Any Shield + 3 Magic Jewel + Gul Runes = 5% Resist Poison Maximum (+8 Levels)
| Any Shield + 3 Magic Jewel + Vex Runes = 5% Resist Fire Maximum (+8 Levels)
| Any Shield + 3 Magic Jewel + Ohm Runes = 5% Resist Cold Maximum (+8 Levels)
| Any Shield + 3 Magic Jewel + Lo Runes = 5% Resist Lightning Maximum (+8 Levels)
| Any Shield + Gul + Vex + Ohm + Lo = 5% All Resistance Maximum (+25 Levels)
| Any Shield + 3 Magic Jewel + Sur Runes = 50 Mana (+13 Levels)
| Any Shield + 3 magic Jewel + Ber Runes = 8% Damage Reduced (+18 Levels)
| Any Shield + 3 Magic Jewel + Jah Runes = 50 Life (+11 Levels)
| Any Shield + 3 Magic Jewel + Cham Runes = No Freeze (+20 Levels)

Crafted Charms (at 100% Character Level) - All Gain From 3 - 5 Additional Random Effects
| Level req: |
| 30 | Grand Magic Charm + Unique Jewel + El + 3 Io Runes = 20 - 40 Life
| 33 | Grand Magic Charm + Unique Jewel + El + 3 Lum Runes = 20 - 40 Mana
| 36 | Grand Magic Charm + Unique Jewel + El + 3 Ko Runes = 10 - 15 Dexterity
| 39 | Grand Magic Charm + Unique Jewel + El + 3 Fal Runes = 10 - 15 Strength
| 42 | Grand Magic Charm + 2 Unique Jewels + El + 2 Pul Runes = 50 Defense & 3 - 10 Normal Damage
| 45 | Grand Magic Charm + 2 Unique Jewels + El + 2 Um Rune s = 15% - 20% All Resistances
| 50 | Grand Magic Charm + 2 Unique Jewels + El + 2 Ist Runes = 20% - 35% Magic Find
| 55 | Grand Magic Charm + 2 Unique Jewels + El + 2 Ohm Runes = 5% - 12% Increased Experience Gained
| 60 | Grand Magic Charm + 3 Unique Jewels + El + Zod Rune = +1 All Skills

Crafted Amulets (at 100% Character Level) - All Gain From 3 - 5 Additional Random Effects
| Level req: |
| 10 | Magic Amulet + 2 Magic Jewels + El Rune = 20 - 30 Life , Heal 4-6 Life per Kill , 10% - 15% All Resistance
| 25 | Magic Amulet + 2 Magic Jewels + Amn Rune = 12 Charges Level 9 Static , 7% Chance to Cast lvl 4 Static when Hit
| 35 | Rare Amulet + 2 Rare Jewels + Lum Rune = +12% - 20% Added Experience.
| 49 | Unique Amulet + 4 Unique Jewels + Mal Rune = +1 Barbarian Levels , +2 Masteries Skill Tree (Bar)
| 49 | Unique Amulet + 4 Unique Jewels + Mal Rune = +1 Sorceress Levels , +2 Lightning Skill Tree (Sor)
| 49 | Unique Amulet + 4 Unique Jewels + Mal Rune = +1 Amazon Levels , +2 Passives/Magic Skill Tree (Ama)
| 49 | Unique Amulet + 4 Unique Jewels + Mal Rune = +1 Necromancer Levels , +2 Summoning Skill Tree (Nec)
| 49 | Unique Amulet + 4 Unique Jewels + Mal Rune = +1 Paladin Levels , +2 Combat Skill Tree (Pal)
| 49 | Unique Amulet + 4 Unique Jewels + Mal Rune = +1 Druid Levels , +2 Shapeshifting Skill Tree (Dru)
| 49 | Unique Amulet + 4 Unique Jewels + Mal Rune = +1 Assassin Levels , +2 Shadow Disciplines Tree (Ass)
| 70 | Unique Amulet + 3 Unique Jewels + Ohm + Jah Rune = +2 All Skills , 35% - 50% Magic Find , & 1-3% Added Experience.

Crafted Rings (at 100% Character Level) - All Gain From 3 - 5 Additional Random Effects
| Level req: |
| 32 | Unique Ring + 3 Unique Jewels + Um Rune = 10 - 15% All Resistances
| 37 | Unique Ring + 3 Unique Jewels + Mal Rune = 3 - 5% Increased Experience
| 41 | Unique Ring + 3 Unique Jewels + Ist Rune = 20 - 25% Magic Find
| 45 | Unique Ring + 3 Unique Jewels + Gul Rune = 10 - 15% Attack Rating
| 49 | Unique Ring + 3 Unique Jewels + Vex Rune = 6% Duel Leech Ring
| 53 | Unique Ring + 3 Unique Jewels + Ohm Rune = 40% - 60% Enhanced Damage
| 57 | Unique Ring + 3 Unique Jewels + Lo Rune = 15% Increased Attack Speed
| 61 | Unique Ring + 3 Unique Jewels + Sur Rune = 15 - 20% Increased Maximum Life
| 65 | Unique Ring + 3 Unique Jewels + Ber Rune = 7 - 10% Damage Reduced
| 69 | Unique Ring + 3 Unique Jewels + Jah Rune = 15 - 20% Increased Maximum Mana
| 73 | Unique Ring + 3 Unique Jewels + Cham Rune = 10 - 15% Absorb Fire , Lightning & Cold Damage

Crafted Weapons (at 100% Character Level) - All Gain from 3-5 Additional Random Effects
| Level req: |
| 13 | Rare Weapon + Magic Jewel + Chipped Diamond = +40% - 70% Enhanced Damage
| 20 | Rare Weapon + Magic Jewel + Regular Diamond + Ith Rune = +60% - 80% Enhanced Damage , +5 - 15 Normal Damage
| 31 | Rare Weapon + 2 Magic Jewels + Flawless Diamond + Shael Rune = +60% - 80% Enhanced Damage , +5 - 15 Normal Damage ,20% Increased Attack Speed
| 44 | Rare Weapon + 2 Rare Jewels + Shael + Fal Rune = +80% - 100% Enhanced Damage , +20% Increased Attack Speed , +1 All Skills
| 57 | Rare Weapon + 2 Rare Jewels + Amn + Vex Runes = +100% - 140% Enhanced Damage , +6% - 8% Duel-Leech , +1 All Skills
| 65 | Rare Weapon + 2 Unique Jewels + ohm + Sur Runes = +150% - 175% Enhanced Damage , +1 All Skills , +30% Increased Attack Speed , 30% Magic Find
| 78 | Rare Weapon + 2 Unique Jewels + Ber + Cham + Zod Runes = +200% - 300% Enhanced Damage , +2 All Skills , +40% Increased Attack Speed , 75% Magic Find

Crafted Torso Armor (at 100% Character Level) - All Gain from 3-5 Additional Random Effects
| Level req: |
| 12 | Rare Torso Armor + Magic Jewel + Chipped Ruby = 30% - 40% Enhanced Defense , +20-30 Life
| 19 | Rare Torso Armor + Magic Jewel + Regular Ruby = 40% - 50% Enhanced Defense , +20-30 Life , 10% - 15% All Resistances
| 30 | Rare Torso Armor + Rare Jewel + Ral Rune + Thul Rune = 50% - 60% Enhanced Defense , 20% Faster Hit Recovery , +1% - 2% Increased Experience
| 43 | Rare Torso Armor + Rare Jewel + Fal Rune + Dol Rune = 65% - 80% Enhanced Defense , 15% IAS , 15% Faster Run/Walk
| 57 | Rare Torso Armor + Unique Jewel + Pul Rune + Ist Rune = 80% - 100% Enhanced Defense , 50% - 75% Magic Find , 15% Faster Cast Rate
| 69 | Rare Torso Armor + Unique Jewel + Gul Rune + Lo Rune = 100% - 125% Enhanced Defense , +1 All Skills , +10 All Attributes
| 80 | Rare Torso Armor + Unique Jewel + Sur Rune + Jah Rune = 125% - 150% Enhanced Defense , +2 All Skills , +10 Regenerate Life , +75% - 100% Faster Mana Regeneration

Crafted Gloves (at 100% Character Level) - All Gain from 3-5 Additional Random Effects
| Level req: |
| 10 | Rare Gloves + Magic Jewel + Chipped Amethyst = 10% Ias , 10% Faster Cast Rate
| 20 | Rare Gloves + Magic Jewel + Regular Amethyst = 20 - 30 Life , 20 - 30 Mana
| 30 | Rare Gloves + Rare Jewel + Ith Rune + Hel Rune = 20% IAS , +5 - 10 Strength , +5 - 10 Dexterity
| 51 | Rare Gloves + Unique Jewel + Lem Rune + Ist Rune = 75% - 100% Extra Gold , 40 - 50% Magic Find , 75% - 100% Enhanced Defense
| 70 | Rare Gloves + 2 Unique Jewels + Ber Rune + Jah Rune = +1 All Skills , 75% - 100% Enhanced Defense , 25% Ias , 20% Faster Cast Rate , Crushing Blow by Level (25% Chance)

Crafted Belts (at 100% Character Level) - All Gain from 3-5 Additional Random Effects
| Level req: |
| 10 | Rare Belt + Magic Jewel + Chipped Emerald = +20 - 30 Life , Damage Reduced by 6 - 10
| 20 | Rare Belt + Magic Jewel + Regular Emerald = 40% - 50% Defense , Heals 3 - 5 Life per Kill
| 30 | Rare Belt + Rare Jewel + Ral Rune + Io Rune = Regenerate Life +3 - 6 , Regenerates Mana +40% - 60%
| 51 | Rare Belt + Unique Jewel + Lum Rune + Ohm Rune = Reduces Poison Length by 50% - 75% , 5% - 10% Damage Reduced
| 70 | Rare Belt + 2 Unique Jewels + Ist Rune + Cham Rune = +1 All Skills , 2 - 3 Added Experience , Reduces Vendor Prices by 3% - 5%

Crafted Boots (at 100% Character Level) - All Gain from 3-5 Additional Random Effects
| Level req: |
| 10 | Rare Boots + Magic Jewel + Chipped Saphire = +20 - 30 Mana , 10% Faster Run/Walk
| 20 | Rare Boots + Magic Jewel + Regular Saphire = 25% - 50% Enhanced Defense , 10 - 15 Dexterity
| 30 | Rare Boots + Rare Jewel + Eth Rune + Sol Rune = 20% Faster Hit Recovery , 30% Faster Run/Walk
| 51 | Rare Boots + Unique Jewel + Ko Rune + Um Rune = +5 - 10 Kick Damage , +35% - 50% Enhanced Damage
| 70 | Rare Boots + 2 Unique Jewels + Lo Rune + Ber Rune = +1 All Skills , 75% - 100% Enhanced Defense , 30% Faster Run/Walk

Crafted Helms (at 100% Character Level) - All Gain from 3-5 Additional Random Effects
| Level req: |
| 10 | Rare Helms/Circlets + Magic Jewel + Chipped Topaz = +1 - 3 Mana per Kill , 35% - 50% Faster Mana Regeneration
| 20 | Rare Helms/Circlets + Magic Jewel + Regular Topaz = 50% - 60% Enhanced Defense , +1 All Skills
| 30 | Rare Helms/Circlets + Rare Jewel + Tal Rune + Amn Rune = 15% Faster Cast Rate , 20% Faster Hit Recovery
| 51 | Rare Helms/Circlets + Unique Jewel + Lum Rune + Mal Rune = +1 All Skills , 70% - 80% Enhanced Defense , +10 - 20 Energy
| 70 | Rare Helms/Circlets + 2 Unique Jewels + Ohm Rune + Cham Rune = +2 All Skills , 10% Damage to Mana , 15% Faster Block Rate , +5 - 8 Life per Kill

Crafted Shields (at 100% Character Level) - All Gain from 3-5 Additional Random Effects
| Level req: |
| 10 | Rare Shields + Magic Jewel + Chipped Skull = Attacker Takes Damage of 6 - 10 , +8% - 15% Increased chance to Block
| 20 | Rare Shields + Magic Jewel + Regular Skull = 20% Faster Hit Recovery , 20% Faster Block Rate
| 30 | Rare Shields + Rare Jewel + Thul Rune + Dol Rune = 50% - 75% Enhanced Defense , 5% Life Leech , 10% - 15% Increased Chance to Block
| 51 | Rare Shields + Unique Jewel + Hel Rune + Pul Rune = 65% - 90% Enhanced Defense , 30% Faster Block Rate , 20% - 30% All Resistances
| 70 | Rare Shields + 2 Unique Jewels + Vex Rune + Sur Rune = +2 All Skills , 2 - 3 Sockets , 30% Increased Chance to Block , 25% - 50% Enhanced Damage

Crafted Arrows/Bolts (at 100% Character Level) - Doesn't Gain any extra Mods unless enabled.
| Level req: |
| 25 | Arrows/Bolts + Rare Jewel + Thul Rune = 100% Chance to Cast Level 6 Static Field on Striking , Prevents Monster Heal
| 30 | Arrows/Bolts + Rare Jewel + Sol Rune = 100% Chance to Cast Level 13 Frost Nova on Striking , Prevents Monster Heal
| 35 | Arrows/Bolts + Rare Jewel + Dol Rune = 100% Chance to Cast Level 1 Amplify Damage on Striking , Prevents Monster Heal
| 40 | Arrows/Bolts + Rare Jewel + Io Rune = 100% Chance to Cast Level 3 Corpse Explosion on Striking, Prevents Monster Heal
| 45 | Arrows/Bolts + Rare Jewel + Ko Rune = 100% Chance to Cast Level 9 Decrepify on Striking , Prevents Monster Heal
| 50 | Arrows/Bolts + Rare Jewel + Lem Rune = 100% Chance to Cast Level 9 Lower Resist on Striking , Prevents Monster Heal

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