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Amazon
Amazon

The Amazon

"A master of the javelin and the bow, the Amazon reacts to combat situations with superhuman agility. She draws on magical knowledge to enhance her already excellent martial abilities."

She is a powerful warrior hailing from the nomadic bands near the plains of the Southern Sea. Many groups there travel constantly from place to place, and on these journeys they end up clashing with all kinds of civilizations. The Amazon grows used to it and is forced to learn how to fight and defend herself. This way of life is what made her independent and gave her the strength to carry heavy armor on her travels.

The Rogues are skilled with bow and arrow, but the Amazon, besides the bow, can also fight with spears and javelins. She is also known as a mercenary, a true professional whose results may well surprise you.

Starting Attributes

Strength
Dexterity
Vitality
Energy

Life
Stamina
Mana
Attack Rating
Defense
Block
20
28
20
15

50
84
15
110
7
20%

Progression

Per level



1 in Dexterity

1 in Vitality

1 in Energy
+8 Life
+4 Stamina
+6 Mana

+5 Attack Rating
+0.25 Defense
+12 Life
+4 Stamina
+6 Mana

* Points in Strength/Dexterity can increase damage depending on the equipped weapon.

Amazon Breakpoints

Faster Cast Rate

0%
7%
14%
22%
32%
48%
68%
99%
152%
18
17
16
15
14
13
12
11
10

Faster Hit Recovery

0%
6%
13%
20%
32%
52%
86%
174%
600%
11
10
9
8
7
6
5
4
3

Faster Block Rate

* All except dagger and javelin
0%
4%
6%
11%
15%
23%
29%
40%
56%
80%
120%
200%
480%
17
16
15
14
13
12
11
10
9
8
7
6
5
* Dagger and javelin
0%
13%
32%
86%
600%
5
4
3
2
1

Javelins and Spears

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Passive and Magic

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Bows and Crossbows

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Assassin
Assassin

The Assassin

"A member of an ancient order originally founded by the Vizjerei to hunt down and eliminate corrupt mages, the Assassin is an expert in secret disciplines for countering and resisting her prey's magical abilities, including traps, martial arts and powerful mental skills."

Knowing that the Order itself could be corrupted if exposed to magic, the Vizjerei decided that the Assassins should possess the purest and most focused minds, drawing their power from within rather than from without. As such, the Order does not use magic directly. Instead, the Assassins use ingenious devices and enchanted items to fight those who wield great magical power.

To further their campaign against demonic corruption, they hone the natural martial abilities of their bodies, both physical and mental / psychic. They train extensively with a specialized type of weapon - special blades fastened to their wrists, used together with their martial arts style. In addition, the Assassins are masters of infiltration, using a variety of shadow disciplines.

Starting Attributes

Strength
Dexterity
Vitality
Energy

Life
Stamina
Mana
Attack Rating
Defense
Block
20
25
20
25

50
95
25
105
6
20%

Progression

Per level



1 in Dexterity

1 in Vitality

1 in Energy
+8 Life
+5 Stamina
+6 Mana

+5 Attack Rating
+0.25 Defense
+12 Life
+5 Stamina
+7 Mana

* Points in Strength/Dexterity can increase damage depending on the equipped weapon.

Assassin Breakpoints

Faster Cast Rate

0%
8%
16%
27%
42%
65%
102%
174%
16
15
14
13
12
11
10
9

Faster Hit Recovery

0%
7%
15%
27%
48%
86%
200%
9
8
7
6
5
4
3

Faster Block Rate

0%
13%
32%
86%
5
4
3
2

Martial Arts

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Shadow Disciplines

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Traps

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Barbarian
Barbarian

The Barbarian

"A wandering nomad, the Barbarian combines raw strength and toughness with weapon mastery, using devastating melee attacks and war cries to aid allies and demoralize enemies."

Known for their incredible combat prowess as well as their arrogant demeanor, Barbarians seem to be perpetually ready for battle. Through harsh conditioning, Barbarians excel at physical combat and great feats of strength.

They draw their power mainly from intense physical training, but they also tap into the primal energies of the living world around them. They can channel these energies to manifest or expand their already considerable repertoire of superhuman feats of strength and might.

Starting Attributes

Strength
Dexterity
Vitality
Energy

Life
Stamina
Mana
Attack Rating
Defense
Block
30
20
25
10

55
92
10
85
5
20%

Progression

Per level



1 in Dexterity

1 in Vitality

1 in Energy
+8 Life
+4 Stamina
+4 Mana

+5 Attack Rating
+0.25 Defense
+16 Life
+4 Stamina
+4 Mana

* Points in Strength/Dexterity can increase damage depending on the equipped weapon.

Barbarian Breakpoints

Faster Cast Rate

0%
9%
20%
37%
63%
105%
200%
13
12
11
10
9
8
7

Faster Hit Recovery

0%
7%
15%
27%
48%
86%
200%
9
8
7
6
5
4
3

Faster Block Rate

0%
9%
20%
42%
86%
7
6
5
4
3

War Cries

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Combat and Masteries

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Combat

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Druid
Druid

The Druid

"As a guardian of the wild, the Druid can take the form of a bear or a werewolf, leads animal companions and casts primal spells of earth, fire, wind and ice with cataclysmic effects."

Druids shun the use of traditional magic, or Dubhdroiacht, as they call it. Instead, they practice a form of magic rooted in their close bond with nature. Through this intimate kinship with the world of Sanctuary, a Druid has the power to command fire, earth and wind. He is a friend to wild animals and can call upon them to aid him in his fight.

He can also use his heightened bond with animals to change the shape of his own body, harnessing the strengths and abilities of his forest companions to better serve his cause.

Starting Attributes

Strength
Dexterity
Vitality
Energy

Life
Stamina
Mana
Attack Rating
Defense
Block
15
20
25
20

55
84
20
75
5
15%

Progression

Per level



1 in Dexterity

1 in Vitality

1 in Energy
+6 Life
+4 Stamina
+8 Mana

+5 Attack Rating
+0.25 Defense
+8 Life
+4 Stamina
+8 Mana

* Points in Strength/Dexterity can increase damage depending on the equipped weapon.

Druid Breakpoints

Faster Cast Rate

* Human
0%
4%
10%
19%
30%
46%
68%
99%
163%
18
17
16
15
14
13
12
11
10
* Wolf
0%
6%
14%
26%
40%
60%
95%
157%
16
15
14
13
12
11
10
9
* Bear
0%
7%
15%
26%
40%
63%
99%
163%
16
15
14
13
12
11
10
9

Faster Hit Recovery

* Human taking a hit from a 1-handed weapon
0%
3%
7%
13%
19%
29%
42%
63%
99%
174%
456%
14
13
12
11
10
9
8
7
6
5
4
* Human taking a hit from any other weapon
0%
5%
10%
16%
26%
39%
56%
86%
152%
377%
13
12
11
10
9
8
7
6
5
4

* Wolf
0%
9%
20%
42%
86%
280%
7
6
5
4
3
2

* Bear
0%
5%
10%
16%
24%
37%
54%
86%
152%
360%
13
12
11
10
9
8
7
6
5
4

Faster Block Rate

* Human
0%
6%
13%
20%
32%
52%
86%
174%
11
10
9
8
7
6
5
4
* Wolf
0%
7%
15%
27%
48%
86%
200%
9
8
7
6
5
4
3
* Bear
0%
5%
10%
16%
27%
40%
65%
109%
223%
12
11
10
9
8
7
6
5
4

Elemental

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Transformation

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Summoning

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Necromancer
Necromancer

The Necromancer

"The Necromancer's mastery over life and death grants this macabre class the power to summon armies of skeletons and golems, and to unleash vile poison, curses and bone spells upon its enemies."

From the dank recesses of the southern swamps emerges a figure shrouded in mystery. The Necromancer, as his name implies, is an unholy spellcaster whose magic deals with raising the dead and summoning and controlling all manner of creatures for his own purposes. Although his goals are often aligned with those of the forces of Light, some feel that these ends cannot justify his foul means.

Long hours of study in damp mausoleums have left his skin pale and corpse-like and his frame skeletal. Most people shun him for his appearance and peculiar manners, but no one doubts the Necromancer's power, for it is the stuff of nightmares.

Starting Attributes

Strength
Dexterity
Vitality
Energy

Life
Stamina
Mana
Attack Rating
Defense
Block
15
25
20
25

50
79
25
80
6
15%

Progression

Per level



1 in Dexterity

1 in Vitality

1 in Energy
+6 Life
+4 Stamina
+8 Mana

+5 Attack Rating
+0.25 Defense
+8 Life
+4 Stamina
+8 Mana

* Points in Strength/Dexterity can increase damage depending on the equipped weapon.

Necromancer Breakpoints

Faster Cast Rate

0%
9%
18%
30%
48%
75%
125%
15
14
13
12
11
10
9

Faster Hit Recovery

0%
5%
10%
16%
26%
39%
56%
86%
152%
377%
13
12
11
10
9
8
7
6
5
4

Faster Block Rate

0%
6%
13%
20%
32%
52%
86%
174%
11
10
9
8
7
6
5
4

Summoning

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Poison and Bone

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Curses

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Paladin
Paladin

The Paladin

"The Paladin's faith lies in sword and shield. Radiating powerful auras, the Paladin combines combat prowess with protective blessings to redeem the land and send the demons back to the abyss."

Paladins wield holy magic granted by the Heavens. They lead strictly ordered lives, forever upholding the cause of Virtue and Light. They must never succumb to worldly temptations, lest they be deceived into following "false lights" - demons disguised as celestial beings.

Paladins can use their skills to improve their prowess with sword and shield, as well as cast the blessing of "Auras" on themselves and anyone who joins them. They are especially effective against the undead, knowing many holy incantations that work against such creatures.

Starting Attributes

Strength
Dexterity
Vitality
Energy

Life
Stamina
Mana
Attack Rating
Defense
Block
25
20
25
15

55
89
15
85
5
25%

Progression

Per level



1 in Dexterity

1 in Vitality

1 in Energy
+8 Life
+4 Stamina
+6 Mana

+5 Attack Rating
+0.25 Defense
+12 Life
+4 Stamina
+6 Mana

* Points in Strength/Dexterity can increase damage depending on the equipped weapon.

Paladin Breakpoints

Faster Cast Rate

0%
9%
18%
30%
48%
75%
125%
15
14
13
12
11
10
9

Faster Hit Recovery

0%
7%
15%
27%
48%
86%
200%
9
8
7
6
5
4
3

Faster Block Rate

* With Holy Shield
0%
86%
2
1
* Without Holy Shield
0%
13%
32%
86%
5
4
3
2

Defensive Auras

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Offensive Auras

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Combat

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Sorceress
Sorceress

The Sorceress

"Commanding the elements, the wise Sorceress destroys enemies from afar with spells of fire, cold and lightning: invaluable skills in the battle against the demonic hordes."

A rebellious woman who wrested the secrets of magic from the male-dominated mage clans of the East, the Sorceress is an expert in mystical creation ex nihilo.

Although she lacks much in the way of melee skills, she makes up for it with fierce combat magic for both offense and defense. Solitary and reclusive, the Sorceress acts on motives and ethics inscrutable to most, and at times she seems capricious and even spiteful. In reality, she understands the struggle between Order and Chaos all too clearly, as well as her role as a warrior in that battle.

Starting Attributes

Strength
Dexterity
Vitality
Energy

Life
Stamina
Mana
Attack Rating
Defense
Block
10
25
10
35

40
74
35
75
6
15%

Progression

Per level



1 in Dexterity

1 in Vitality

1 in Energy
+4 Life
+4 Stamina
+8 Mana

+5 Attack Rating
+0.25 Defense
+8 Life
+4 Stamina
+8 Mana

* Points in Strength/Dexterity can increase damage depending on the equipped weapon.

Sorceress Breakpoints

Faster Cast Rate

* Lightning and Chain Lightning
0%
7%
15%
23%
35%
52%
78%
117%
194%
19
18
17
16
15
14
13
12
11
* Other Skills
0%
9%
20%
37%
63%
105%
200%
13
12
11
10
9
8
7

Faster Hit Recovery

0%
5%
9%
14%
20%
30%
42%
60%
86%
142%
280%
15
14
13
12
11
10
9
8
7
6
5

Faster Block Rate

0%
7%
15%
27%
48%
86%
200%
9
8
7
6
5
4
3

Cold

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Lightning

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Fire

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Cova do Mal

1. Den of Evil

Location: Blood Moor

Akara asks you to clear a cave near the camp infested with monsters.

Objective: Kill all the monsters in the cave.

Reward: +1 Skill Point and 1 Stat/Skill Reset (Akara).
Sisters' Burial Grounds

2. Sisters' Burial Grounds

Location: Burial Grounds, via Cold Plains

Kashya asks you to defeat Blood Raven, a corrupted former archer.

Objective: Kill Blood Raven.

Reward: A free Mercenary (Archer).
Busca por Cain

3. The Search for Cain

Location: Dark Wood & Tristram

Rescue Deckard Cain from Tristram using the scroll from the Tree of Inifuss.

Reward: Free item identification (Cain) and a Magic Ring (Akara).
Torre Esquecida

4. The Forgotten Tower

Location: Black Marsh

Find the ruined tower and kill the Countess on level 5.

Reward: Chest with Gold and items (High chance of Runes).
Tools of the Trade

5. Tools of the Trade

Location: Barracks, Monastery

Retrieve the Horadric Malus guarded by The Smith.

Reward: Imbue: Charsi turns a white item into a Rare one.
Andariel

6. Sisters to the Slaughter

Location: Catacombs Level 4

The final confrontation. Descend to the bottom of the catacombs and kill Andariel.

Reward: Access to Act II.
Radament

1. Radament's Lair

Location: Sewers Level 3

Atma asks for revenge. Kill the mummy Radament in the sewers.

Reward: Book of Skill (+1 Skill Point) and a discount at vendors.
Cajado Horadrico

2. The Horadric Staff

Location: Halls of the Dead, Maggot Lair, Claw Viper Temple

Find the Cube, the Shaft and the Headpiece to restore the Horadric Staff.

Reward: Horadric Cube and access to the Tal Rasha's Tomb.
Sol Maculado

3. Tainted Sun

Location: Claw Viper Temple

The sun has darkened. Destroy the altar in the temple to restore the light.

Reward: The sun returns and the Amulet of the Viper drops (part of the staff).
Arcane Sanctuary

4. Arcane Sanctuary

Location: Palace Cellar

Find the portal hidden in the depths of the Jerhyn's Palace.

Reward: Access to the Summoner dimension.
Invocador

5. The Summoner

Location: Arcane Sanctuary

Defeat the Summoner and read the Book of Horazon to find the correct tomb.

Reward: Portal to the Canyon of the Magi.
Duriel

6. The Seven Tombs

Location: Tal Rasha's Tomb

Use the Staff in the orifice, enter the chamber and defeat Duriel.

Reward: Access to Act III.
The Golden Bird

1. The Golden Bird

Location: Random (Elite monster drop)

Find the Jade Figurine and take it to Meshif, Cain and Alkor.

Reward: Life Potion (+20 Permanent Life).
Gidbinn

2. Blade of the Old Religion

Location: Flayer Jungle

Hratli asks you to recover the Gidbinn dagger kept in the Flayer village.

Reward: Rare Ring (Ormus) and Iron Wolf Mercenaries available.
Vontade de Khalim

3. Khalim's Will

Location: Spider Cavern, Flayer Dungeon, Sewers

Gather Khalim's Eye, Brain and Heart to transmute with the Flail.

Reward: Khalim's Flail, capable of destroying the Compelling Orb.
Tomo de Lam Esen

4. Lam Esen's Tome

Location: Ruined Temple, Kurast Bazaar

Alkor seeks an ancient book lost in the temples of Kurast.

Reward: 5 Stat Points.
Travincal

5. The Blackened Temple

Location: Travincal

Kill the High Council to gain access to the Durance of Hate.

Reward: Khalim's Flail (Quest 3 item) works on the Orb.
Mephisto

6. The Guardian

Location: Durance of Hate Level 3

Descend to the bottom of the prison and destroy Mephisto, the Lord of Hatred.

Reward: Access to Act IV.
Izual

1. The Fallen Angel

Location: Plains of Despair

Tyrael asks you to free the soul of Izual, a corrupted angel.

Reward: +2 Skill Points (Tyrael).
Forja Infernal

2. The Hellforge

Location: River of Flame

Defeat the Shadow of Diablo to access the River of Flame and take the Mephisto's Soulstone to the Hellforge.
Transmute the Hadriel's Cited Horn with the indicated amount of Herbs to access the River of Flame.

Reward: Perfect gems and Runes (chance of high Runes).
Diablo

3. Terror's End

Location: Chaos Sanctuary

Open the 5 seals of the sanctuary and defeat Diablo, the Lord of Terror.

Reward: Access to Act V.
Shenk

1. Siege on Harrogath

Location: Bloody Foothills

Larzuk asks you to kill Shenk the Overseer, who leads the siege.

Reward: Larzuk will add sockets to one of your items.
Barbarian Rescue

2. Rescue on Mount Arreat

Location: Frigid Highlands

Qual-Kehk asks you to free 15 barbarians imprisoned in the barricades.

Reward: Ral, Ort, Tal runes and permission to hire Barbarians.
Anya

3. Prison of Ice

Location: Frozen River, via Crystalline Passage

Malah asks you to find Anya, who has disappeared.

Reward: Class-specific Rare Item and Scroll of Resistances (+10% All Res).
Nihlathak

4. Betrayal of Harrogath

Location: Halls of Vaught, via Temple of Anya

Stop Nihlathak from delivering the Relic of the Ancients to Baal.

Reward: Anya will personalize (put your name on) an item.
The Ancients

5. Rite of Passage

Location: Arreat Summit

Defeat the 3 Ancients without leaving the area to prove your worth.

Reward: Massive amount of experience (Guarantees levels).
Baal

6. Eve of Destruction

Location: The Worldstone Chamber

Defeat the minions of Baal in the throne room and then Baal himself.

Reward: End of the game on the current difficulty and access to the next difficulty (if any).
A-Z armorclass
Knowledge Letter
The recipes drop as "Knowledge Letter" cards, place it in your inventory and right click to open and reveal the recipe.
They are found only in .
Blood Raven, Countess, Pit Fiend, Axe Dweller (Cow King), Andariel, Gravedigger Andariel, Gravedigger Lilith, Summoner, Duriel, Duriel's Essence, Sszark the Burning, Witch Doctor Endugu, Battlemaid Sarina, Stormtree, Councils, Mephisto, Izual, Shadow of Diablo, Infector of Souls, Diablo, Hellish Izual, Dac Farren, Bonesaw Breaker, Thresh Socket, Frozenstein, Nihlathak, Baal, Goblins do Tesouro, Monstros no Depths of Hell
A-Z setname

Rune Words are combinations of runes that, when added in the correct order to an item ("Branco/White", Normal/Superior/Ethereal) with a certain number of sockets, transform that item into a special unique item called: Rune Word.

The runeword recipes listed below are a bit complex, pay close attention before adding your rare runes, check the item type, quality grade, number of sockets and the order in which they must be added to avoid losing expensive runes.

SKILLS

Rune Words with skills have a peculiarity: if there are more than 3 skills, only 3 will appear and count for the native class of the skill on a single item, this is a limit of the original game. Examples:

Call To Arms: +1-6 Battle Orders, if it rolls with more than 3 for the skill, for example a CTA +6, when looking at the item with a Barbarian (owner of the Battle Orders skill), only +3 will appear

Shadow of Doubt: +6-10 To Raise Skeleton e +5-15 To Skeleton Mastery, for the Necromancer it will be only +3 for each skill.

ITEM DESCRIPTION

JEWELS

You can use any type of Jewel, Magic, Rare or Unique; the Jewel attributes will be added to the Rune Word.

STAVES

You can use any type of Staff or Wand, whether normal, exceptional or elite. (Does not work with Orbs).

WEAPONS

They can be made in all weapons listed below. Melee, Maces, Missiles, Throw, all of them.

MELEE WEAPONS

You can use any type of weapon except Missile: Swords, Axes, Hammers, Spears, Throw, among many others, whether normal, exceptional or elite.

MACES

They only work with the following hammers: Mace, Morning Star, Flail, Flanged Mace, Jagged Star, Knout, Reinforced Mace, Devil Star and Scourge (the ones not listed do not work).

MISSILE WEAPONS

It can be made in any type of Bow and Crossbow, whether normal, exceptional or elite. Remember, throwing weapons are not "missile", since they do not use a "ammo" missile, the weapon itself is thrown, so Missiles do not include Throwing Weapons.

HELMS

You can use any type of Helm, whether normal, exceptional or elite.

BODY ARMOR

Any type of armor, whether normal, exceptional or elite.

SHIELDS

Any type of Shield, whether normal, exceptional or elite.

MY RUNEWORD FORMULA DOES NOT WORK..

1) Rune Word formulas do NOT work on socketed Unique items, socketed Set items or socketed Magic items. They only work on normal items (white colored) that have the exact number of sockets (holes) required by the desired formula.

2) Check that the Item has the Exact Number of sockets listed in the Formula.

3) Did you add the runes in the same order they are listed? (Example: Ort + Ral, add Ort first and then Ral; if you place Ral first and then Ort it will not work).

4) If the formula says Body Armor, it means it will only work with armors (and not with boots, gloves, etc). The item must be exactly the same as listed in the Formula. If a Sword is requested, do not try to add it to an Axe or a Spear.

Name Sockets Types Level Attributes
[S] Superior
Item Damage Defense Attack Rating Life Mana
Weapon 20-50% - 50-100 20-50 20-50
Throw / Bow 20-50% - 50-100 20-50 -
Armor / Shield / Helm - 20-50% - 20-50 20-50

The superior base can come with only one attribute

A-Z armorclass

These are items that do not drop in the game and can only be created through the ancient and -no longer- secret formulas of the Cube.

Auriel's Might

View attributes


Templar's Might
Suprimento Infernal
+

Tyrael's Might
+

Horadrim's Might
+

Diablo's Horn
+

Annihilus
+

Dementia
+

Overlord's Soulstone
=

Rathma's Might

View attributes


Horadrim's Might
Suprimento Infernal
+

Auriel's Might
+

Templar's Might
+

Baal's Eye
+

Overlord's Soulstone
=

Inarius' Might

View attributes


Horadrim's Might
Suprimento Infernal
+

Auriel's Might
+

Tyrael's Might
+

Templar's Might
+

Mephisto's Brain
+

Zod
+

Overlord's Soulstone
=

Information

The Griswold's Demon Bits, Dice and Rotary can be dropped and are also found at the NPCs that repair items: Charsi, Fara, Hralti, Halbu and Larzuk;

Superior

Attention: For class items with skills or Paladin shields with Resistances etc, DO NOT USE THIS FORMULA! It will change the original attributes of the item!

Works on items: Magic; Normal; Socketed (keeps the number of sockets, including on magic ones); Superior (reroll); Ethereal;

Base Item
Magic Item
Rare Item
+

Griswold's Dice
=
Superior Base Item

Opening Sockets

If you use a bit higher than the possible number of sockets for the item, it will work and give the maximum possible, for example, if you use a bit 6 on a 4-socket armor, it will create 4 sockets;

Works on items: Normal; Socketed; Superior;

Attention: Do not use it on items that already have runes or gems inserted, they will disappear! For that, use the Repair for Rune Words

Base Item
+

Griswold's Bit I
=
Socketed (1)
Base Item
+

Griswold's Bit II
=
Socketed (2)
Base Item
+

Griswold's Bit III
=
Socketed (3)
Base Item
+

Griswold's Bit IV
=
Socketed (4)
Base Item
+

Griswold's Bit V
=
Socketed (5)
Base Item
+

Griswold's Bit VI
=
Socketed (6)

Adding Griswold's Demon Bits

Transmute two bits and they will be added together, the maximum possible result is 6.

Examples:

Griswold's Bit I
+

Griswold's Bit I
=

Griswold's Bit II

Griswold's Bit I
+

Griswold's Bit II
=

Griswold's Bit III

Griswold's Bit II
+

Griswold's Bit II
=

Griswold's Bit IV

Griswold's Bit IV
+

Griswold's Bit I
=

Griswold's Bit V

Subtracting Griswold's Demon Bits

It will be calculated: Higher Bit -minus- Lower Bit;

Examples:

Griswold's Bit II
+

Griswold's Bit I
+

Herb
=

Griswold's Bit I

Griswold's Bit VI
+

Griswold's Bit II
+

Herb
=

Griswold's Bit IV

Griswold's Bit IV
+

Griswold's Bit I
+

Herb
=

Griswold's Bit III

Griswold's Bit V
+

Griswold's Bit III
+

Herb
=

Griswold's Bit II

The item needs to have written Pode ser Forjado.
Does not work on already forged items; after forging the item, the base will stay the same forever.

Guardian Companion


Ancient Battlepiece
Guardian Poleaxe
+

Perfect Skull
=

Ancient Battlepiece
Frostfire Crossbow

Ancient Battlepiece
Frostfire Crossbow
+

Perfect Skull
=

Ancient Battlepiece
Dark Eldruin

Ancient Battlepiece
Dark Eldruin
+

Perfect Skull
=

Ancient Battlepiece
Guardian Poleaxe

Natalya's Soul


Natalya's Soul
Mesh Boots
+

Perfect Ruby
=

Natalya's Soul
Myrmidon Greaves
Requirements (-40)%

Natalya's Soul
Myrmidon Greaves
Requirements (-40)%
+

Perfect Ruby
=

Natalya's Soul
Mesh Boots

Linarian Hand


Linarian Hand
Unearthed Wand
+

Perfect Skull
=

Linarian Hand
Fanged Knife
20% Increased Attack Speed

Linarian Hand
Fanged Knife
20% Increased Attack Speed
+

Perfect Skull
=

Linarian Hand
Unearthed Wand

Aldur's Rhythm


Aldur's Rhythm
Scourge
+

Perfect Topaz
=

Aldur's Rhythm
Thunder Maul

Aldur's Rhythm
Thunder Maul
+

Perfect Topaz
=

Aldur's Rhythm
Cryptic Axe

Aldur's Rhythm
Cryptic Axe
+

Perfect Topaz
=

Aldur's Rhythm
Scourge

Immortal King's Stone Crusher


Immortal King's Stone Crusher
Berserker Axe
+

Perfect Amethyst
=

Immortal King's Stone Crusher
Great Poleaxe

Immortal King's Stone Crusher
Great Poleaxe
+

Perfect Amethyst
=

Immortal King's Stone Crusher
Phase Blade

Immortal King's Stone Crusher
Phase Blade
+

Perfect Amethyst
=

Immortal King's Stone Crusher
Winged Harpoon
Piercing Attack 20%

Immortal King's Stone Crusher
Winged Harpoon
Piercing Attack 20%
+

Perfect Amethyst
=

Immortal King's Stone Crusher
Colossus Blade

Immortal King's Stone Crusher
Colossus Blade
+

Perfect Amethyst
=

Immortal King's Stone Crusher
Ogre Maul

Immortal King's Stone Crusher
Ogre Maul
+

Perfect Amethyst
=

Immortal King's Stone Crusher
Berserker Axe

M'avina's Caster


M'avina's Caster
Grand Matron Bow
+

Perfect Emerald
=

M'avina's Caster
Matriarchal Pike

M'avina's Caster
Matriarchal Pike
+

Perfect Emerald
=

M'avina's Caster
Matriarchal Javelin

M'avina's Caster
Matriarchal Javelin
+

Perfect Emerald
=

M'avina's Caster
Grand Matron Bow

Skovos' Rain


Skovos' Rain
Hydra Bow
+

Perfect Emerald
=

Skovos' Rain
Colossus Crossbow
+800 Poison Damage over 2 Seconds

Skovos' Rain
Colossus Crossbow
+800 Poison Damage over 2 Seconds
+

Perfect Emerald
=

Skovos' Rain
Ghost Glaive
+6 To Berserker Bolt

Skovos' Rain
Ghost Glaive
+6 To Berserker Bolt
+

Perfect Emerald
=

Skovos' Rain
Hydra Bow

Skovos' Toxic


Skovos' Toxic
Arrows
+

Perfect Emerald
=

Skovos' Toxic
Bolts
+100% Enhanced Damage

Skovos' Toxic
Bolts
+100% Enhanced Damage
+

Perfect Emerald
=

Skovos' Toxic
Blade Barrier
+30% Chance of Blocking
+30% Faster Block Rate

Skovos' Toxic
Blade Barrier
+30% Chance of Blocking
+30% Faster Block Rate
+

Perfect Emerald
=

Skovos' Toxic
Arrows

Vessel Shard

It also works to revert a class Vessel Shard back to Raw.

+

Token of Absolution
=
Vessel Shard of the class you are making (Hell)

Grand Charms

A specific Perfect Gem for each class. (GC = Grand Charm, SK = Skiller)
33.33% chance for each skill tab.

Amazon Skills

Amazon


Magic Grand Charm
+

Vex
+

Gul
+

Perfect Emerald
=
Fletcher's +1 Bow and Crossbow Skills
Acrobat's +1 Passive Skills
Harpoonist's +1 Javelin and Spear Skills
Assassin Skills

Assassin


Magic Grand Charm
+

Vex
+

Gul
+

Perfect Ruby
=
Entrapping +1 Traps
Mentalist's +1 Shadow Disciplines
Shogukusha's +1 Martial Arts
Barbarian Skills

Barbarian


Magic Grand Charm
+

Vex
+

Gul
+

Perfect Amethyst
=
Expert's +1 Combat Skills
Fanatic +1 Combat Masteries
Sounding +1 Warcries
Druid Skills

Druid


Magic Grand Charm
+

Vex
+

Gul
+

Perfect Topaz
=
Trainer's +1 Summoning
Spiritual +1 Shapeshifting
Natural +1 Elemental
Necromancer Skills

Necromancer


Magic Grand Charm
+

Vex
+

Gul
+

Perfect Skull
=
Hexing +1 Curses
Fungal +1 Poison and Bone Spells
Graverobber's +1 Summoning Spells
Paladin Skills

Paladin


Magic Grand Charm
+

Vex
+

Gul
+

Perfect Diamond
=
Lion Branded +1 Combat Skills
Captain's +1 Offensive Auras
Preserver's +1 Defensive Auras
Sorceress Skills

Sorceress


Magic Grand Charm
+

Vex
+

Gul
+

Perfect Sapphire
=
Burning +1 Fire Skills
Sparking +1 Lightning Skills
Chilling +1 Cold Skills
Attribute bonus

Perfect Gem = Perfect gem of any type


GC Skiller
+

Mal
+
Perfect Gem
=
+6 To Dexterity

GC Skiller
+

Ist
+
Perfect Gem
=
+6 To Strength

GC Skiller
+

Gul
+
Perfect Gem
=
+8-12% Faster Hit Recovery

GC Skiller
+

Vex
+
Perfect Gem
=
+7-10 All Resistances

GC Skiller
+

Ohm
+
Perfect Gem
=
+10-45 To Life

Large Charms

Normal Gem = Normal gem of any type
Flawless Gem = Flawless gem of any type
Perfect Gem = Perfect gem of any type

Mana


Magic Large Charm
+

Gul
+
Normal Gem
=
+30-40 To Mana

DAMAGE AND ATTACK RATING


Magic Large Charm
+

Vex
+
Flawless Gem
=
+15-20% Enhanced Damage
+25-50 To Attack Rating

ALL RESISTANCES


Magic Large Charm
+

Ohm
+
Perfect Gem
=
All Resistances +6-10

Elemental Damage


Magic Large Charm
+

Vex
+
Flawless Gem
+

Perfect Sapphire
=
+160 Cold Damage

Magic Large Charm
+

Vex
+
Flawless Gem
+

Perfect Ruby
=
+200-260 Fire Damage

Magic Large Charm
+

Vex
+
Flawless Gem
+

Perfect Topaz
=
+1-400 Lightning Damage

Magic Large Charm
+

Vex
+
Flawless Gem
+

Perfect Emerald
=
+200 Poison Damage 2s
Attribute bonus

Add the rune together with the formula above for the desired LC. It does not work with the Charm after it has been transmuted or on a charm already found with attributes.

LC Formula
+

Mal
=
+8% Faster Run Walk
LC Formula
+

Ist
=
+4-5 To Dexterity
LC Formula
+

Gul
=
+4-5 To Strength
LC Formula
+

Vex
=
+6-10% Faster Hit Recovery
LC Formula
+

Ohm
=
+32-40 To Life
LC Formula
+

Vex
+

Perfect Sapphire
=
+80 Cold Damage
LC Formula
+

Vex
+

Perfect Ruby
=
+60-100 Fire Damage
LC Formula
+

Vex
+

Perfect Topaz
=
+1-160 Lightning Damage
LC Formula
+

Vex
+

Perfect Emerald
=
+100 Poison Damage 2s

Small Charms

Normal Gem = Normal gem of any type
Flawless Gem = Flawless gem of any type
Perfect Gem = Perfect gem of any type

Mana


Magic Small Charm
+

Ist
+
Normal Gem
=
+13-17 To Mana

DAMAGE AND ATTACK RATING


Magic Small Charm
+

Gul
+
Flawless Gem
=
+8-10% Enhanced Damage
+15-20 To Attack Rating

ALL RESISTANCES


Magic Small Charm
+

Vex
+
Perfect Gem
=
All Resistances +3-5

Elemental Damage


Magic Small Charm
+

Gul
+
Normal Gem
+

Perfect Sapphire
=
+80 Cold Damage

Magic Small Charm
+

Gul
+
Normal Gem
+

Perfect Ruby
=
+100-130 Fire Damage

Magic Small Charm
+

Gul
+
Normal Gem
+

Perfect Topaz
=
+1-200 Lightning Damage

Magic Small Charm
+

Gul
+
Normal Gem
+

Perfect Emerald
=
+100 Poison Damage 2s
Attribute bonus

Add the rune together with the formula above for the desired SC. It does not work with the Charm after it has been transmuted or on a charm already found with attributes.

SC Formula
+

Um
=
+3% Faster Run Walk
SC Formula
+

Mal
=
+2 To Dexterity
SC Formula
+

Ist
=
+2 To Strength
SC Formula
+

Gul
=
+3-5% Faster Hit Recovery
SC Formula
+

Vex
=
+15-20 To Life
SC Formula
+

Gul
+

Flawless Sapphire
=
+40 Cold Damage
SC Formula
+

Gul
+

Flawless Ruby
=
+30-50 Fire Damage
SC Formula
+

Gul
+

Flawless Topaz
=
+1-80 Lightning Damage
SC Formula
+

Gul
+

Flawless Emerald
=
+50 Poison Damage 2s

Crafted are items created via four types of formulas in The Horadric Cube: Safety, Caster, Bloody and Hit Power. Here at d2evo they have also been optimized!

Each of these formulas creates items with fixed properties that are specific to certain characters. Besides these fixed properties, the crafted item generated by the Horadric Cube will have many other properties similar to those of Rare items.

Creating a Craft item

You can create the item you want (Armor, Weapon, Glove, etc), you will only need some Runes, any Jewel and Magic Items. With the items in hand, choose the formula type that best suits your character and that is it, follow the formula instructions and you will have a Crafted item in your hands.
Browsing the menu above, you will find all the properties of all existing formulas; these are the Fixed properties. Remember that more properties (similar to those of a rare item) will be added to the item generated by the game.

In the image example, we used the following formula: 1 any Magic Amulet + Ral Rune + any Jewel. The items were placed inside a Horadric Cube to be transformed into:

Recipe Items

The quality of the items used in the recipe does not matter, the jewel used can be magic, rare or unique, the only thing that matters is the level of the magic item and the level of the character crafting it.
No attributes from the magic item or the jewel are used in the result and they will be lost.

Property Calculation

In addition to the fixed properties, a number of magic/rare affixes* will be added.
* affixes are the random properties of magic and rare items, including prefixes and suffixes

Item Level 1-30: 40% chance of 1, 20% of 2, 20% of 3 and 20% of 4 affixes
Item Level 31-50: 60% chance of 2, 20% of 3 and 20% of 4 affixes
Item Level 51-70: 80% chance of 3 and 20% of 4 affixes
Item Level 71+: 100% chance of 4 affixes

Every affix in the game has a minimum level to appear on an item; below we will explain how to calculate the final Item Level of your craft so you can know the possible affixes.

Tip: Here at D2Evo, we have two commands very useful for this, number 5 will show the item level (80) and number 8 will show the "After Craft ILvl: 82", which is the value we are going to calculate now.

Craft Item Level = (char Level / 2) + (item Level / 2)

Always rounding down.
In the example picture above, the character is level 85 (85 / 2 = 42.5 = 42) and the item level is 80 (80 / 2 = 40)
Therefore: 42 + 40 = 82. Only affixes up to level 82 can appear on this item.

Items bought from Gamble are the best for this! They come with a level close to that of your character:

Gamble Item Level = from (char Level - 5) to (char Level + 4)

Do not worry, you will not need to use this all the time. Level your character to 90+ and always buy items from Gamble, so the final item level will cover all possible affixes in the game.

Craft Warp

Another exclusive D2Evo convenience, crafters love it!

Craft Warp is an item that you create yourself to gather the runes of your favorite craft formulas and also the jewels.

In the example we will create a Craft Warp with Ral and some jewels.

The main advantage is that after creating it the first time, you will no longer need to keep breaking extra runes, since it accepts runes higher than its own up to a maximum of Hel Rune (all white runes).
And adding jewels along with it, the craft becomes much more practical.

ATTENTION: Your jewels will be CONVERTED and lose all attributes! Be careful not to use good jewels in the Craft Warp.

Practical example:

Caster

Crafted Item Recipe Fixed Attributes
Caster Helm Magic Helm
Nef Rune
Any Jewel
(5-15)% Faster Cast Rate
Regenerate Mana (10-15)%
+ (20-40) To Mana
Caster Boots Magic Boots
Thul Rune
Any Jewel
Increase Maximum Mana (5-15)%
Regenerate Mana (5-15)%
+ (20-30) To Mana
Caster Gloves Magic Glove
Ort Rune
Any Jewel
(5-15)% Faster Cast Rate
Regenerate Mana (10-15)%
+ (20-40) To Mana
Caster Belt Magic Belt
Ith Rune
Any Jewel
(5-15)% Faster Cast Rate
Regenerate Mana (10-15)%
+ (20-40) To Mana
Caster Shield Magic Shield
Eth Rune
Any Jewel
(5-20)% Faster Cast Rate
Regenerate Mana (10-15)%
+ (20-40) To Mana
Caster Body Magic Armor
Tal Rune
Any Jewel
(5-20)% Faster Cast Rate
Regenerate Mana (10-15)%
+ (20-40) To Mana
Caster Amulet Magic Amulet
Ral Rune
Any Jewel
(5-10)% Faster Cast Rate
Regenerate Mana (10-15)%
+ (20-30) To Mana
Caster Ring Magic Ring
Amn Rune
Any Jewel
+ (10-20) To Energy
Regenerate Mana (10-15)%
+ (20-30) To Mana
Caster Weapon Magic Weapon
Tir Rune
Any Jewel
(10-25)% Faster Cast Rate
Increase Maximum Mana (10-20)%
Regenerate Mana (10-15)%
+ (20-30) To Mana
Caster Arrow/Bolt Magic Arrow/Bolt
Tir Rune
Any Jewel
(5-15)% Faster Cast Rate
Increase Maximum Mana (10-20)%
Regenerate Mana (10-15)%
+ (10-20) To Mana

Hit Power

Crafted Item Recipe Fixed Attributes
Hit Power Helm Magic Helm
Ith Rune
Any Jewel
+100-200 Attack Rating
+ (20-50%) Enhanced Defense
+5-15% Increased Attack Speed
Hit Power Boots Magic Boots
Ral Rune
Any Jewel
+50-100 Attack Rating
+ (20-50%) Enhanced Defense
+5-15% Increased Attack Speed
Hit Power Gloves Magic Glove
Eth Rune
Any Jewel
+50-150 Attack Rating
Knockback
+5-15% Increased Attack Speed
Hit Power Belt Magic Belt
Tal Rune
Any Jewel
+50-150 Attack Rating
+ (10-20) To Dexterity
+5-15% Increased Attack Speed
Hit Power Shield Magic Shield
Ort Rune
Any Jewel
(15-25%) Increased Chance of Blocking
+50-100 Attack Rating
+5-20% Increased Attack Speed
Hit Power Body Magic Armor
Nef Rune
Any Jewel
+100-200 Attack Rating
(20-40)% Faster Hit Recovery
+5-20% Increased Attack Speed
Hit Power Amulet Magic Amulet
Thul Rune
Any Jewel
+50-100 Attack Rating
+5% Increased Chance of Blocking
+5-15% Increased Attack Speed
Hit Power Ring Magic Ring
Tir Rune
Any Jewel
+50-100 Attack Rating
+ (10-20) To Dexterity
+5-15% Increased Attack Speed
Hit Power Weapon Magic Weapon
Amn Rune
Any Jewel
+100-200 Attack Rating
+ (90-120%) Enhanced Damage
+5-20% Increased Attack Speed
Hit Power Arrow/Bolt Magic Arrow/Bolt
Amn Rune
Any Jewel
+50-100 Attack Rating
+ (20-40%) Enhanced Damage
+5-10% Increased Attack Speed

Blood

Crafted Item Recipe Fixed Attributes
Blood Helm Magic Helm
Ral Rune
Any Jewel
10-20% Deadly Strike
(3-8)% Life Stolen Per Hit
+(30-50) To Life
Blood Boots Magic Boots
Eth Rune
Any Jewel
(3-8)% Life Stolen Per Hit
+(50-100) To Life
Blood Gloves Magic Glove
Nef Rune
Any Jewel
Crushing Blow (10-20)%
(3-8)% Life Stolen Per Hit
+(30-50) To Life
Blood Belt Magic Belt
Thul Rune
Any Jewel
Open Wounds (10-20)%
(3-8)% Life Stolen Per Hit
+(30-50) To Life
Blood Shield Magic Shield
Ith Rune
Any Jewel
+ (15-25)% Increased Chance Of Blocking
(3-8)% Life Stolen Per Hit
+(40-80) To Life
Blood Body Magic Armor
Tir Rune
Any Jewel
(15-30)% Faster Run/Walk
(3-8)% Life Stolen Per Hit
+(40-80) To Life
Blood Amulet Magic Amulet
Amn Rune
Any Jewel
(10-20)% Faster Run/Walk
(3-8)% Life Stolen Per Hit
+(30-60) To Life
Blood Ring Magic Ring
Tal Rune
Any Jewel
+ (10-20) To Strength
(3-8)% Life Stolen Per Hit
+(30-50) To Life
Blood Weapon Magic Weapon
Ort Rune
Any Jewel
5-15% Deadly Strike
+ (40-80%) Enhanced Damage
(3-8)% Life Stolen Per Hit
+(30-50) To Life
Blood Arrow/Bolt Magic Arrow/Bolt
Ort Rune
Any Jewel
5-10% Deadly Strike
+ (20-50%) Enhanced Damage
(2-4)% Life Stolen Per Hit

Safety

Crafted Item Recipe Fixed Attributes
Safety Helm Magic Helm
Ort Rune
Any Jewel
+ (50-100)% Enhanced Defense
Lightning Resist + (10-30)%
+ (10-20) To Vitality
Safety Boots Magic Boots
Nef Rune
Any Jewel
+ (50-100)% Enhanced Defense
Fire Resist + (10-30)%
+ (10-20) To Vitality
Safety Gloves Magic Glove
Ral Rune
Any Jewel
+ (50-100)% Enhanced Defense
Cold Resist + (10-30)%
+ (10-20) To Vitality
Safety Belt Magic Belt
Eth Rune
Any Jewel
+ (50-100)% Enhanced Defense
Poison Resist +(10-30)%
+ (10-20) To Vitality
Safety Shield Magic Shield
Amn Rune
Any Jewel
+ (50-100)% Enhanced Defense
+ (15-25)% Increased Chance Of Blocking
Magic Resistance +(5-10)%
Safety Body Magic Armor
Thul Rune
Any Jewel
+ (50-100)% Enhanced Defense
+(10-30) All Resistences
Cannot Be Frozen
Safety Amulet Magic Amulet
Tir Rune
Any Jewel
+ (10-30)% Enhanced Defense
+(5-10) All Resistences
+ 5% Increased Chance Of Blocking
Safety Ring Magic Ring
Ith Rune
Any Jewel
+ (20-50)% Enhanced Defense
+(5-10) All Resistences
+ (10-20) To Vitality
Safety Weapon Magic Weapon
Tal Rune
Any Jewel
+ (50-100%) Enhanced Defense
+(10-30) All Resistences
Cannot Be Frozen
Safety Arrow/Bolt Magic Arrow/Bolt
Tal Rune
Any Jewel
+ (20-50%) Enhanced Defense
+(10-20) All Resistences
Cannot Be Frozen

Potions


2 x Life Potions
+

2 x Mana Potions
=

Rejuvenation RP I

2 x RP I Potions
=

Full Rejuvenation RP II

Arrows and Bolts


2 x Arrows
=

Bolts

2 x Bolts
=

Arrows

Reset Token


Twisted Essence of Suffering
+

Charged Essence of Hatred
+

Burning Essence of Terror
+

Festering Essence of Destruction
=

Token of Absolution

Reset Token, right-click to reallocate all attribute and skill points of your character.

Izual Plan


2 x Izual Plan Iguais
+

Hellforge Relic
=

Random Izual Plan
33% chance each, excluding the type used in the recipe

2 x Different Izual Plans
+

Hellforge Relic
=

Random Izual Plan
33% chance each, excluding the types used in the formula

Examples:
If you use an Offensive Izual Plan and a Defensive one, there is a 33% chance of getting Strategy, Fortune or Magic
If you use a Defensive Izual Plan and a Magic one, there is a 33% chance of getting Strategy, Fortune or Offensive

Essences


2 x Twisted Essences of Suffering
+

Key
=

Charged Essence of Hatred

2 x Charged Essences of Hatred
+

Key
=

Burning Essence of Terror

2 x Burning Essences of Terror
+

Key
=

Festering Essence of Destruction

2 x Festering Essences of Destruction
+

Key
=

Twisted Essence of Suffering

3 Essences (Any Combination)
+

Key
=

Enchanted Essence of Souls

All bosses (Baatezu Pit Fiend, Andariel, Duriel, Mephisto, Shadow of Diablo, Diablo, Baal, Axe Dweller, Hell Portals bosses, Fiend Pit Mother and Korlic -Henknoc-) have the same chance to drop any of the essences.
The drop of the Enchanted Essence of Souls is proportional, 1/3 of the others.

Fake Organs


6 x Organs
=

The Stone of Jordan

The organs have a 25% chance to drop in the Depths of Hell and from the bosses before Pandemonium: Lilith, Über Duriel and Über Izual.

Creating Gems


Vex
+

Standard of Heroes
=
3 Random Gems
(from Chipped to Perfect)

Creating Rare and magic items

Rare Item
+

Pul
=
New Rare Item
of the same base
high quality (ILVL = 90)
Magic Item
+

Lem
=
New Magic Item
of the same base
high quality (ILVL = 90)
Base Item
+

Griswold's Rotary
=
New Magic Item
of the same base
high quality (ILVL = 90)
Magic Item
+

Griswold's Rotary
=
New Rare Item
of the same base
high quality (ILVL = 90)

Combining Runes

2 x El
=
Eld
2 x Eld
=
Tir
2 x Tir
=
Nef
2 x Nef
=
Eth
2 x Eth
=
Ith
2 x Ith
=
Tal
2 x Tal
=
Ral
2 x Ral
=
Ort
2 x Ort
=
Thul
2 x Thul
=
Amn
2 x Amn
=
Sol
2 x Sol
=
Shael
2 x Shael
=
Dol
2 x Dol
=
Hel
2 x Hel
=
Yo
2 x Yo
=
Lum
2 x Lum
=
Ko
2 x Ko
=
Fal
2 x Fal
=
Lem
2 x Lem
=
Pul
2 x Pul
=
Um
2 x Um
=
Mal
2 x Mal
=
Ist
2 x Ist
=
Gul
2 x Gul
=
Vex
2 x Vex
=
Ohm
2 x Ohm + Key
=
Lo
2 x Lo + Key
=
Sur
2 x Sur + Key
=
Ber
2 x Ber + Key
=
Jah
2 x Jah + Key
=
Cham
2 x Cham + Key
=
Zod

Splitting Runes

Eld
=
2 x El
Tir
=
2 x Eld
Nef
=
2 x Tir
Eth
=
2 x Nef
Ith
=
2 x Eth
Tal
=
2 x Ith
Ral
=
2 x Tal
Ort
=
2 x Ral
Thul
=
2 x Ort
Amn
=
2 x Thul
Sol
=
2 x Amn
Shael
=
2 x Sol
Dol
=
2 x Shael
Hel
=
2 x Dol
Yo
=
2 x Hel
Lum
=
2 x Yo
Ko
=
2 x Lum
Fal
=
2 x Ko
Lem
=
2 x Fal
Pul
=
2 x Lem
Um
=
2 x Pul
Mal
=
2 x Um
Ist
=
2 x Mal
Gul
=
2 x Ist
Vex
=
2 x Gul

Splitting High Runes


Ohm
+

1 x Standard of Heroes
=
Vex
+
Vex

Lo
+

2 x Standard of Heroes
=
Ohm
+
Vex

Sur
+

4 x Standard of Heroes
=
Lo
+
Ohm

Ber
+

7 x Standard of Heroes
=
Sur
+
Lo

Jah
+

11 x Standard of Heroes
=
Ber
+
Sur

Cham
+

15 x Standard of Heroes
=
Jah
+
Ber

Zod
+

20 x Standard of Heroes
=
Cham
+
Jah

Turn any item into Ethereal
Griswold's Demon Sander can be dropped or bought in the shop or in the Akara with Evo Cash

Does not work on items without durability (Phase Blades, Books, Cloaks, Bows, Crossbows, Arrows and Bolts).

Any item with durability
+

Griswold's Demon Sander
=
Same Ethereal item

The Horadric Staff

Act 2 Artifacts

Staff of the Kings
(Maggot Lair)
+

Viper Amulet
(Claw Viper Temple)
=

Horadric Staff *
* Insert it in the correct tomb to open the passage to Duriel

Khalim's Will

Act 3 Relics

Khalim's Eye
(Spider Cavern)
+

Khalim's Brain
(Flayer Dungeon)
+

Khalim's Heart
(Sewers)
+

Khalim's Flail
(Travincal)
=

Khalim's Will *
* Destroy the altar in Travincal to open the passage to Mephisto
Rare
Unique
Set
Crafted
+

Griswold's Demon Sander
+

Griswold's Bit I
=
Opens 1 socket in the item

The Outcast's Library

Vessel Shards - Act 5

3 x Bottled Demon
+
+

Na-Krul Fang
+

3 x Hell Portals Page
+

Key of Destruction
=

The Outcast's Library

Pandemonium Event

Hellfire Torch - Act 5

Tip: Gather 3 sets of keys (9 in total) and collect the organs in the same game; this reduces the risk of a repeated portal/organ (10% chance of repeating the portal).


Key of Terror
(Countess and Battlemaid Sarina)
+

Key of Hate
(Summoner and Thresh Socket)
+

Key of Destruction
(Nihlathak and Izual)
=

Über Bosses *
* Matron's Den/Forgotten Sands/Furnace of Pain

Diablo's Horn
(Lilith)
+

Baal's Eye
(Über Duriel)
+

Mephisto's Brain
(Über Izual)
=

Pandemonium Event
Über Tristram

The Fiend Pit

Na-Krul Fang - Act 1

Monday, Tuesday, Wednesday and Thursday


2 x Keys of Terror
(Countess and Battlemaid Sarina)
+

Key of Destruction
(Nihlathak and Izual)
+

Enchanted Essence of Souls
=

The Fiend Pit

Friday, Saturday and Sunday


2 x Keys of Hate
(Summoner and Thresh Socket)
+

Key of Destruction
(Nihlathak and Izual)
+

Enchanted Essence of Souls
=

The Fiend Pit

Goblin Town


Goblin Toe
* Goblin Town Act X
+

Gheed's Poverty
=

Goblin Town
* The Goblin Toe boot has a 50% chance to come with the Goblin Town Act X attribute. The event only opens in the act specified in the attribute.

Henknoc Jungles

Guardian Sets - Act 5

Level 1


Twisted Essence of Suffering
+

Enchanted Essence of Souls
=

Henknoc Guide I

Henknoc Recipe I

Level 2


Charged Essence of Hatred
+

Enchanted Essence of Souls
=

Henknoc Guide II

Henknoc Recipe II

Level 3


Burning Essences of Terror
+

Enchanted Essence of Souls
+

Standard of Heroes
=

Token of Absolution

Henknoc Guide III

Henknoc Recipe III

Level 4


Festering Essences of Destruction
+

Enchanted Essence of Souls
+

Standard of Heroes
=

Token of Absolution

Henknoc Guide IV

Henknoc Recipe IV

Henknoc Hero


Henknoc Guide I
+

Henknoc Guide II
+

Henknoc Guide III
+

Henknoc Guide IV
+

Devil Korlic's Ear IV
=

Henknoc Hero

The Depths of Hell

Dementia - Act 1

Annihilus
(World Event)
+

Hellfire Torch
(Pandemonium Event)
+

Gheed's Fortune
=

Tome of Satanic Portal

Tome of Satanic Portal
+

Wirt's Leg
=

The Depths of Hell

Lost Monastery

Act 1

Transmute in Act 1 Hell to open
Level 88
Immunities: Cold, Fire
Monster Density +140
Chance of Goblins +1
3 monster variations

Transmute in Act 1 Hell to open
Level 88
Immunities: Light, Fire
Monster Density +140
Chance of Goblins +2
4 monster variations

Transmute in Act 1 Hell to open
Level 88
Immunities: Cold, Light
Monster Density +180
Chance of Goblins +2
3 monster variations

Transmute in Act 1 Hell to open
Level 88
Immunities: Fire, Poison
Monster Density +160
Chance of Goblins +1
4 monster variations

Transmute in Act 1 Hell to open
Level 88
Immunities: Light, Poison
Monster Density +200
Chance of Goblins +2
3 monster variations

Desolate Plains

Act 2

Transmute in Act 2 Hell to open
Level 88
Immunities: Cold, Fire, Poison
Monster Density +140
Chance of Goblins +1
3 monster variations
3 map variations

Transmute in Act 2 Hell to open
Level 88
Immunities: Light, Poison
Monster Density +160
Chance of Goblins +2
3 monster variations
3 map variations

Transmute in Act 2 Hell to open
Level 88
Immunities: Cold, Light
Monster Density +180
Chance of Goblins +2
4 monster variations
3 map variations

Transmute in Act 2 Hell to open
Level 88
Immunities: Cold, Fire
Monster Density +160
Chance of Goblins +1
4 monster variations
3 map variations

Transmute in Act 2 Hell to open
Level 88
Immunities: Light, Poison
Monster Density +200
Chance of Goblins +3
4 monster variations
3 map variations

Corrupted Docks

Act 3

Transmute in Act 3 Hell to open
Level 88
Principal Immunities: Cold, Fire, Poison
Monster Density +140
Chance of Goblins +1
3 monster variations
3 map variations

Transmute in Act 3 Hell to open
Level 88
Principal Immunities: Light, Fire
Monster Density +140
Chance of Goblins +2
4 monster variations
3 map variations

Transmute in Act 3 Hell to open
Level 88
Principal Immunities: Cold, Light
Monster Density +180
Chance of Goblins +2
3 monster variations
3 map variations

Transmute in Act 3 Hell to open
Level 88
Principal Immunities: Fire, Poison
Monster Density +160
Chance of Goblins +1
4 monster variations
3 map variations

Transmute in Act 3 Hell to open
Level 88
Principal Immunities: Cold, Light, Poison
Monster Density +200
Chance of Goblins +2
3 monster variations
3 map variations

Hell Bridge

Act 4

Transmute in Act 4 Hell to open
Level 88
Immunities: Cold, Fire, Poison
Monster Density +140
Chance of Goblins +2
3 monster variations
3 map variations

Transmute in Act 4 Hell to open
Level 88
Immunities: Light, Fire, Poison
Monster Density +180
Chance of Goblins +1
4 monster variations
3 map variations

Transmute in Act 4 Hell to open
Level 88
Immunities: Cold, Light
Monster Density +160
Chance of Goblins +3
4 monster variations
3 map variations

Transmute in Act 4 Hell to open
Level 88
Immunities: Fire, Light
Monster Density +120
Chance of Goblins +1
3 monster variations
3 map variations

Transmute in Act 4 Hell to open
Level 88
Immunities: Cold, Fire, Poison
Monster Density +200
Chance of Goblins +2
4 monster variations
3 map variations

Hills of Val Narian

Act 5

Transmute in Act 5 Hell to open
Level 88
Monster Density +160
Chance of Goblins +2
4 monster variations

Transmute in Act 5 Hell to open
Level 88
Monster Density +200
Chance of Goblins +1
3 monster variations

Terror Cow

Act 1

Transmute in Act 1 Hell to open
Level 89
Chance of Goblins +2

LOST MONASTERY HIGHER TIERS

Act 1

Transmute in Act 1 Hell to open
Level 88
Tier 1 Inferno
Experience: +20%
Drop: +30%
Monster Density +150
Chance of Goblins +2
3 monster variations

Transmute in Act 1 Hell to open
Level 88
Tier 2 Abyss
Experience: +30%
Drop: +30%
Monster Density +165
Chance of Goblins +3
4 monster variations

Transmute in Act 1 Hell to open
Level 89
Tier 3 Agony
Experience: +40%
Drop: +40%
Monster Density +175
Chance of Goblins +3
4 monster variations

Transmute in Act 1 Hell to open
Level 90
Tier 4 Torment
Experience: +60%
Drop: +60%
Monster Density +200
Chance of Goblins +4
5 monster variations

HELL BRIDGE HIGHER TIERS

Act 4

Transmute in Act 4 Hell to open
Level 88
Tier 1 Inferno
Experience: +20%
Drop: +20%
Monster Density +145
Chance of Goblins +2
4 monster variations

Transmute in Act 4 Hell to open
Level 88
Tier 2 Abyss
Experience: +30%
Drop: +30%
Monster Density +160
Chance of Goblins +2
4 monster variations

Transmute in Act 4 Hell to open
Level 89
Tier 3 Agony
Experience: +40%
Drop: +40%
Monster Density +175
Chance of Goblins +3
4 monster variations

Transmute in Act 4 Hell to open
Level 90
Tier 4 Torment
Experience: +60%
Drop: +60%
Monster Density +190
Chance of Goblins +4
5 monster variations

Durability and Quantity

Unbreakable Item
(Non-Ethereal)
+

Lem
=
Repaired Item
Durability and Quantity

Charges, Durability and Quantity

Unbreakable Item
(Non-Ethereal)
+

Pul
=
Repaired Item
Charges, Durability and Quantity
Rings and Amulets
With Charges
+

Um
=
Repaired Item
Charges

Rune Words

Rune Word
Wrong
+

Griswold's Bit III
+

Griswold's Bit IV
+

Griswold's Bit V
+

Griswold's Bit VI
+

Griswold's Rotary
+

Griswold's Dice
=
Base and Runes

These are items that drop in auto-stacking mode (except Pages of Tome of Satanic Portal). When you pick up any stack item, it will show "Quantity", and when you pick up another item of the same type, the quantities will be added together and it will not take up inventory space!

To extract, just place it alone in the cube and it will extract 2 at a time.
To merge two stack items, just place one on top of the other.
To create a stack, just place any amount of the same item in the cube and it will be added together.

Practical example:


Herb Sack
=

Herb

2+ x Full Rejuvenation Potion
=

Medicine Pack

Relic Box
=

Hellforge Relic

Anvil Rack
=

Anvil of Annihilation

Izual Book (M)
=

Izual Plan Magic

Izual Book (D)
=

Izual Plan Defensive

Izual Book (O)
=

Izual Plan Offensive

Izual Books (E)
=

Izual Plan Strategy

Keys of Terror
=

Key of Terror

Keys of Hate
=

Key of Hate

Keys of Destruction
=

Key of Destruction

Standards List
=

Standard of Heroes

Essence Jar of Suffering
=

Twisted Essence of Suffering

Essence Jar of Hatred
=

Charged Essence of Hatred

Essence Jar of Terror
=

Burning Essence of Terror

Essence Jar of Destruction
=

Festering Essence of Destruction

3 x Yo Rune
=

Yo Stack

3 x Lum Rune
=

Lum Stack

3 x Ko Rune
=

Ko Stack

3 x Fal Rune
=

Fal Stack

3 x Lem Rune
=

Lem Stack

3 x Pul Rune
=

Pul Stack

3 x Um Rune
=

Um Stack

3 x Mal Rune
=

Mal Stack

3 x Ist Rune
=

Ist Stack

3 x Gul Rune
=

Gul Stack

3 x Vex Rune
=

Vex Stack

2 x Ohm Rune
=

Ohm Stack

Lo Rune
=

Lo Stack

Sur Rune
=

Sur Stack

Ber Rune
=

Ber Stack

Jah Rune
=

Jah Stack

Cham Rune
=

Cham Stack

Zod Rune
=

Zod Stack

Attention: It will not be possible to recover the transformed item! Use the recipes below only when you are sure. These recipes are only meant for storing items that you can only carry one of, without needing multiple mules.


Gheed's Poverty
+

Scroll of Town Portal
=

Gheed's Poverty Page

Gheed's Fortune
+

Scroll of Town Portal
=

Gheed's Fortune Page

Annihilus
+

Scroll of Town Portal
=

Annihilus Page

Hellfire Torch
+

Scroll of Town Portal
=

Hellfire Torch Page

2 x Gheed's Poverty Page
=

Gheed's Poverty Pages

2 x Gheed's Fortune Page
=

Gheed's Fortune Pages

2 x Annihilus Page
=

Annihilus Pages

2 x Hellfire Torch Page
=

Hellfire Torch Pages

Gheed's Fortune Page
+

Annihilus Page
+

Hellfire Torch Page
=

Tome of Satanic Portal

Burning Hells, Hellforge. A magical forge found in the deepest abyss of the Realm of Destruction -the only source of creation in the realm- still dedicated to forging weapons that would be used only to destroy. (1. Book of Cain)

During the Great Conflict, the archangel Izual led an assault on the Hellforge in an attempt to stop the creation of the demonic sword Shadowfang. However, he was overwhelmed by the demonic legions. (2. Diablo Manual)

The Hellforge has many anvils where the most powerful weapons of Hell were created, among them the well-known Anvil of Annihilation. The fight for control over it caused destruction and the relics of the forgers were scattered across the worlds.

Long after the fall of Izual, a group of heroes attacked the Hellforge. Their intention was to use the Anvil of Annihilation to destroy the soul of Mephisto and later, that of Diablo as well.

In both cases they succeeded: the soulstones were destroyed and their spirits contained, supposedly banished to the Black Abyss, proving the incredible power hidden in the Anvil of Annihilation. (3. Diablo II Game, Act 4)

Various items forged with the ingredients and relics coming from this conflict are corrupted by the demonic presence and, while they become very powerful, they suffer denial in the hands of a hero, providing very undesirable attributes.

It may also happen that an item gets disintegrated or is broken and needs to be repaired before it can be forged.

Forged items keep surprising us and their true power is still a mystery.

Forge

Rare
Unique
Set
Crafted
Rune Word
+

Hellforge Relic
=
Forged I-V 80%
Corrupted 20%
Practical example:


See the example of a Veil of Steel being forged (sockets attribute)

If the item does not have Pode ser Forjado written on it, just place it in the cube and transmute the item alone to make it forgeable.

Only white items (normal, superior, low, cracked) and magic items can NOT be forged.

You can forge Rune Words and items with sockets; since sockets cannot roll, the 16% chance becomes 19%.

The item can only get corrupted on the first attempt; if it worked and became Forged I, you can continue forging

Pay attention to the item attributes to see which line the forge landed on, in our example:
- The Forged I on a helm was a success and the +1 Socket attribute came out; the following forges increase this same attribute according to the table below.

The colors/designs of the relics have no influence.

Forge

Random
Rare
Unique
Set
Crafted
Rune Word
Vessel Shard
+

Hellforge Relic
=
Forged I-V 80%
Corrupted 20%
Random Vessel Shard
16% Faster Hit Recovery +6-12%
16% Life Each Kill +5-10
16% Dexterity +5-10
16% Strength +5-10
16% All Resist +5-10%
Weapons
16% Life Each Kill +10-15
16% Dexterity +7-15
16% Attack Speed +10-25%
16% Damage +35-60%
16% Sockets 3
Shields
16% Mana Each Kill +10-15
16% Fire Resist +10-25%
16% Block +10-15%
16% Poison Skill Dmg +7-15%
16% Sockets 2
Helms
16% Magic Find +25-50%
16% Strenght +7-15
16% Defense +60-80%
16% All Resist +10-20%
16% Sockets 2
Body Armors
16% Energy +10-20
16% Vitality +7-15
16% Defense +75-100%
16% Damage Reduced +7-10%
16% Sockets 2
Gloves
16% Magic Find +25-50%
16% Poison Resist +10-25%
16% Light Resist +10-25%
16% Attack Speed +10-20%
16% Cold Skill Dmg +7-15%
Belts
16% Cold Resist +10-25%
16% Dexterity +7-15
16% Magic Resist +5-10%
16% Pierce +10-20%
16% Fire Skill Dmg +7-15%
Boots
16% Fire Resist +10-25%
16% Faster Run/Walk +10-20%
16% Mana +20-50
16% Life +20-40
16% Light Skill Dmg +7-15%
Rings
16% Energy +7-15
16% Faster Run Walk +7-15%
16% Attack Rating +70-100
16% Mana +15-30
16% Strenght +7-15
Amulets
16% Mana Each Kill +10-15
16% Life Each Kill +10-15
16% Magic Resist +5-10%
16% Vitality +7-15
16% All Resist +10-20%
Arrows and Bolts
16% Mana Each Kill +10-15
16% Life Each Kill +10-15
16% Damage Reduced +7-10%
16% Damage +50-75%
16% Sockets 2
Failures
20% Corrupted
All Resist -(30)
Maximum Life +5%

The plan went beyond invading and raiding forges to use them against the Hellforge itself, but Izual was dazzled by the power of the equipment forged and enchanted by the Anvil of Annihilation, used by the demons he defeated. The archangel discovered why only the beings of hell could achieve its full power: by corrupting themselves.

Enchantment

Random
Forged V
+

Izual Plan
+

Anvil of Annihilation
+

Hellforge Hammer
=
Encantando I-II 60%
Quebrado 40%
Choose the Attribute
Forged V
+

Izual Plan
+

Bottled Demon
+
Rune according to the table
+

Overlord's Soulstone
=
Encantando I-II
Does not break
Random Izual Plan Mágico Choose
20% Faster Cast Rate +4-8% Lo
20% Mana +20-50 Ohm
20% Regenerate Mana +10-20% Vex
Izual Plan Defensivo
20% All Resist +6-10% Lo
20% Life +20-50 Ohm
20% Defense +20-50% Vex
Izual Plan Ofensivo
20% Damage +40-60% Lo
20% Deadly Strike +6-10% Ohm
20% Attack Rating +100-300 Vex
Izual Plan Estratégia
20% Block +6-10% Lo
20% Faster Hit Recovery +6-12% Ohm
20% Vitality +10-30 Vex
Izual Plan Fortuna
20% Experience +2-6% Lo
20% Magic Find +20-40% Ohm
20% Extra Gold +30-60% Vex
Vessel Shards
Amazon: Izual Plan Ofensivo
Assassin: Izual Plan Estratégia
Barbarian: Izual Plan Defensivo
Druid: Izual Plan Mágico
Necromancer: Izual Plan Estratégia
Paladin: Izual Plan Defensivo
Sorceress: Izual Plan Fortuna
20% Attack Rating +50-100 Lo
20% Mana +15-30 Ohm
20% Experience +2-6% Vex

Hellforge Relic
+

2 x Herb
=

Hellforge Hammer

Legendary Forge

Random
Enchanted II
+

Izual Plan
+

2 x Anvil of Annihilation
+

Overlord's Soulstone
=
Lendário I-II 50%
Quebrado 50%
Choose the Attribute
Enchanted II
+

Izual Plan
+

Bottled Demon
+
Rune according to the table
+

Overlord's Soulstone
=
Lendário I-II
Does not break
Random Izual Plan Mágico Choose
25% Faster Cast Rate +4-10% Sur
25% Life +20-60 Lo
Izual Plan Defensivo
25% All Resist +10-20% Sur
25% Defense +40-60% Lo
Izual Plan Ofensivo
25% Damage +40-60% Sur
25% Attack Rating +100-300 Lo
Izual Plan Estratégia
25% Faster Hit Recovery +6-12% Sur
25% Magic Resist +4-8% Lo
Izual Plan Fortuna
25% Experience +2-6% Sur
25% Magic Find +30-60% Lo
Vessel Shards
Amazon: Izual Plan Ofensivo
Assassin: Izual Plan Estratégia
Barbarian: Izual Plan Defensivo
Druid: Izual Plan Mágico
Necromancer: Izual Plan Estratégia
Paladin: Izual Plan Defensivo
Sorceress: Izual Plan Fortuna
25% Life +25-50 Sur
25% Magic Find +15-30% Lo

Suprimento Infernal

For Infernal Supply, use the same Legendary formula, but with the correct Izual Plan for the item type and do it with the class you want the skills for

Vessel Shard: Izual Plan Mágico
50% +1 Class Skills (of the Vessel Shard class)
Weapons: Izual Plan Mágico
50% +2 Class Skills (of the class you are making)
Body Armors: Izual Plan Defensivo
50% +2 Class Skills (of the class you are making)
Helms: Izual Plan Ofensivo
50% +1 Class Skills (of the class you are making)
Shields: Izual Plan Estratégia
50% +1 Class Skills (of the class you are making)
Random Gloves: Izual Plan Fortuna Choose
25% Life +50 Sur
25% Cold Skill Dmg +10% Lo
Belts: Izual Plan Mágico
25% Faster Cast Rate +5% Sur
25% Fire Skill Dmg +10% Lo
Boots: Izual Plan Defensivo
25% All Resistences +15 Sur
25% Light Skill Dmg +10% Lo
Rings: Izual Plan Ofensivo
25% Life +50 Sur
25% Mana +50 Lo
Amulets: Izual Plan Estratégia
25% Life +50 Sur
25% All Resistences +15 Lo
Arrows and Bolts: Izual Plan Fortuna
25% Damage +50% Sur
25% Attack Speed +20% Lo

Repair Broken

Does not work on Corrupted items;
Your item will not lose any attribute from previous forges, only the "Broken" will be removed, allowing you to continue Forging/Enchanting/Legendary Forge.
Each forging stage can break at most 3 times, so the item can break from 0 to 9 times.

Forged V
Quebrado
+

Ohm Rune
+

Overlord's Soulstone
=
Forged V
Enchanted II
Quebrado
+

Lo Rune
+

Overlord's Soulstone
=
Enchanted II
Legendary Forge II
Quebrado
+

Sur Rune
+

Overlord's Soulstone
=
Legendary Forge II

Purify Corrupted

Corrupted
+

Bottled Demon
=
Purified item
Can Be Forged

Recycling

The item needs to be forgeable. If the item does not have Pode ser Forjado written on it, just put it in the cube and transmute the item alone to make it recyclable.
Rings and Amulets: There is no difference between elite and non-elite, so they cannot be recycled.

How to know if an item is elite? Check:


Elite Unique

Elite Set

Normal/Exceptional Unique

Normal/Exceptional Set

Elites


Elite Unique Item
+

Herb
=
Hellforge Relic 36%
Anvil of Annihilation 36%
Herb 28%

Elite Set Item
+

Herb
=
Anvil of Annihilation 48%
Hellforge Relic 28%
Herb 24%

Elite Unique Item
+

Herb
+

Anvil of Annihilation
=
Izual Plan Offensive 24%
Izual Plan Strategy 24%
Izual Plan Magic 20%
Izual Plan Defensive 20%
Anvil of Annihilation 12%

Elite Set Item
+

Herb
+

Anvil of Annihilation
=
Izual Plan Magic 24%
Izual Plan Defensive 24%
Izual Plan Offensive 20%
Izual Plan Strategy 20%
Anvil of Annihilation 12%

Normal and Exceptional


2 x Unique Items
Normal/Exceptional
=

Herb

2 x Set Items
Normal/Exceptional
=

Herb

Forged Items

Forged V
+

Hellforge Relic
+

Herb
=
Hellforge Relic 60%
Anvil of Annihilation 40%

Complete Sets

Berserker's Arsenal
=

3 x Standard of Heroes
Civerb's Vestments
=

3 x Standard of Heroes
Cleglaw's Brace
=

3 x Standard of Heroes
Death's Disguise
=

3 x Standard of Heroes
Hsarus' Defense
=

3 x Standard of Heroes
Infernal Tools
=

3 x Standard of Heroes
Isenhart's Armory
=

3 x Standard of Heroes
Bul-Kathos' Children
=

3 x Standard of Heroes
Cow King's Leathers
=

3 x Standard of Heroes
Naj's Ancient Vestige
=

3 x Standard of Heroes
Sazabi's Grand Tribute
=

3 x Standard of Heroes

Upgrade

This formula only changes the item base to its higher version.
Example: Flail to Knout and Knout to Scourge

Normal Base Item
+

2 x Anvil of Annihilation
=
Same Exceptional Base Item
Exceptional Base Item
+

2 x Anvil of Annihilation
=
Same Elite Base Item

REMOVE RUNES, GEMS AND JEWELS

Does not work on Broken items;

Forged V
+

2 x Anvil of Annihilation
+

Overlord's Soulstone
+

Scroll of Identify
=
Recovers Runes/Gems/Jewels
Enchanted II
+

4 x Anvil of Annihilation
+

Overlord's Soulstone
+

Scroll of Identify
=
Recovers Runes/Gems/Jewels
Lendário II
+

6 x Anvil of Annihilation
+

Overlord's Soulstone
+

Scroll of Identify
=
Recovers Runes/Gems/Jewels
Suprimento Infernal
+

8 x Anvil of Annihilation
+

Overlord's Soulstone
+

Scroll of Identify
=
Recovers Runes/Gems/Jewels

Overlord's Soulstone


Horadric Malus
+

Horadric Staff
+

Khalim's Will
+

Hellforge Hammer
+

Hellforge Relic
+

Anvil of Annihilation
+

Zod Rune
=

Overlord's Soulstone
Cannot be Destroyed