Wikia

Diablo Wiki

Horadric Cube

Talk22
7,317pages on
this wiki
Horadric-cube

The Horadric Cube is a useful tool found in Diablo II. It was created by the Horadrim magi.

The cube's magic allows certain items to be transmuted into other items. For example, a simple recipe would be two quivers of bolts into a quiver of arrows.

The Horadric Cube is found in the Halls of the Dead in Act II, guarded by a monster called Bloodwitch the Wild. The Cube is also needed to fuse the Staff of Kings and the Amulet of the Viper to make the Horadric Staff, as well as fusing Khalim's body parts and Flail together into Khalim's Will.

While most any item can be crafted and enchanted by the skilled hands of a worker of the forge, there are those few items that are outside of a mortal's ability to create. The Horadric Cube functions by intimately binding the Prime Energies of the items stored within it. This is a highly specialized process that requires the use of certain items that "resonate" with each other.

It also can contain 12 slots worth of items, while only taking up 4 slots itself. Note that charms do not work while they're inside the cube.

Horadric cube

horadric cube (featured in Book of Cain)

RecipesEdit

You can use the Horadric Cube's magical powers to Transmute items into a new item. Simply place the items into the Cube and click the Transmute button. Transmute

NOTE: ilvl = item level | clvl = character level

  • 3
    Magic Rings
    = 1 Random
    Magic Amulet
  • 3
    Magic Amulets
    = 1 Random
    Magic Ring
  • 3 Gems of the Same Type and Grade (lower than Perfect) = 1 Higher Grade Gem of the Same Type
  • 2 Quivers of Bolts = 1 Quiver of Arrows
  • 2 Quivers of Arrows = 1 Quiver of Bolts
Rare Items can only have one socket. You cannot add sockets to items that don't normally have sockets. You can not use this on a Rare with one socket. You can only add one socket to a zero socket Rare Item.
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.
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.
  • 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.
Use this formula to create an Amulet with Resistance to all. ilvl = 50. The amulet will always have the Prismatic prefix (All Resistances +16-20) and has a chance at getting a suffix as well.
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.
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. ilvl=30.
The polearm will always have the Savage prefix (66-80% Enhanced Damage) and has a chance at getting a suffix as well. ilvl=50.


Diablo II 1.10 recipesEdit

Any grade of health and mana potions can be used.
Any grade of health and mana potions 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 1-2 sockets. This allows you to get new magic bonuses on an otherwise non-magical weapon. The original weapon properties will be "rerolled" when the new weapon is created. ilvl=30.
This adds 1-2 sockets to a magic weapon. The original magic weapon properties will be "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.
Same as previous recipe except ilvl=30.
The item must be normal and unsocketed. Low-quality items and superior items do not work. The item gets 1-4 sockets, randomly. However, the number of sockets is then restricted by the maximum number of sockets that base item with that ilvl can have.
The 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.
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.
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.
This formula changes the base item type from the normal to exceptional version. 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.
This formula changes the base item type from the normal to exceptional version. 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. Armor refers to any sort of armor, including helms, boots, belts, gloves and shields, not just Body Armor.
This formula changes the base item type from the exceptional to elite version. 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. Also if the item is socketed, then jewels or runes and their mods will also remain.
This formula changes the base item type from the exceptional to elite version. 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. Armor refers to any sort of armor, including helms, boots, belts, gloves and shields, not just Body Armor.
  • 1 Ort Rune + Weapon = Fully Repaired Weapon
  • 1 Ral Rune + Armor = Fully Repaired Armor
WARNING: This will destroy any gems, runes, or jewels you have socketed.
Does not include Ethereal weapons.
Armor refers to any sort of armor, including helms, boots, belts, gloves and shields, not just Body Armor. Does not include Ethereal armor.

Around Wikia's network

Random Wiki