[1.07-1.08] Cubing Miniguide

art_vandelay

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Mar 13, 2019
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Welcome to the cubing miniguide for 1.07-1.08. This is supposed to serve as a reference of all non-crafting cube recipes in these patches and at the same time explain the mechanics of the most popular formulas. If a recipe is not in this thread it is either a craft, not enabled or simply doesn't exist. For crafts you should consult this guide instead:


What is so special about cubing in 1.07-1.08?

Here is a short summary of what is achievable in 1.07-1.08 crafting:
  • Unique/Set rings/amulets with resistances. (Yes, a resistance SoJ exists on the SPF! Sadly it's poison resistance)
  • Rings with "+(7-37) Mana After Each Kill". (1.07 only) (also called "bugged MPK rings")
  • Rings with up to +68% to one resistance. (1.07 only)
  • Amulets with up to +61% to all resistances. (1.07 only)
The potential here is huge but the chances for something good are often slim.


Basics

First off 1.07 and 1.08 have the same cube recipes except for crafts. A detailed account on crafts can be found in this guide:

The main difference between 1.07-1.08 and 1.09+ cubing is that many recipes are much less strict on what they accept as input while at the same time being able to output a wider variety of items. Furthermore certain bonuses such as the cold resistance on a "Cobalt Ring" are not applied by forcing a certain affix to spawn on the product of the formula but rather by creating an item and then adding the bonus on top of it. This way it is for example possible to cube a Stone of Jordan with lightning resistance on it.

The crafts are loosely grouped as follows:
  • Questing
  • Upgrading
  • Scavenging
  • Garbage
  • Socketing
  • Rerolling
  • Creation
The garbage category consists of recipes that would usually be grouped under "Creation" but that just don't produce anything useful. The way the recipes are grouped means that only the last two sections are truly interesting, everything before that is just there because it has to be mentioned for completeness sake.

Throughout we denote the character level of the cuber by clvl and the level of the output of a recipe by Ilvl. Usually the level of one of the inputs will be called ilvl. When we write [x] for a number x we mean "x rounded towards 0".


Questing

These recipes are in every version from 1.00 to 1.14d, really nothing to see here.

Staff of Kings + Amulet of the Viper → Horadric Staff

Khalim’s Eye + Khalim’s Brain + Khalim’s Heart + Khalim’s Flail → Khalim’s Will

Wirt's Leg + Tome of Town Portal → Portal to Secret Cow Level

It should be noted that you can use Khalim's Will in order to craft in 1.07-1.08.


Upgrading

You can only upgrade gems in 1.07-1.08 since rune upgrade recipes were only introduced gradually with the patches 1.09 and following.

3 Chipped Gems of same type → Flawed Gem of same type

3 Flawed Gems of same type → Normal Gem of same type

3 Normal Gems of same type → Flawless Gem of same type

3 Flawless Gems of same type → Perfect Gem of same type

There are also no upgrading recipes for unique/rare armor and weapons.


Scavenging

These recipes are used to create miscellaneous items but none of them is really useful except for the third one:

2 Quivers of Bolts → Quiver of Arrows

2 Quivers of Arrows → Quiver of Bolts

3 Rejuvenation Potions → Full Rejuvenation Potion

Any 3 Health Potions + Any 3 Mana Potions + Any Gem → Full Rejuvenation Potion

Any 3 Health potions + Any 3 Mana Potions → Rejuvenation Potion

Strangling Gas Potion + Any Health Potion → Antidote Potion

The very last recipe is made redundant by vendors that sell antidote potions while the first two are mostly used to save oneself a trip to town.


Garbage

These recipes create items which are generally considered to be weak and not worth the investment:

Magic Small Shield + Any Spiked Club + Any 2 Skulls → 1os Magic Small Shield with "Attacker Takes Damage +(1-9)".

Any Diamond + Any Kris + Any Staff + Any Belt → Magic Bardiche with "+(76-96)% Enhanced Damage".

Any 4 Health Potions + Any Ruby + Any Magic Sword → 1os Magic Long Sword with "+(1-9)% Life Stolen per Hit".

Any Axe + Any Dagger → Any Throwing Axe (Ilvl 99)

Any Spear + Quiver of Arrows → Any Javelin (Ilvl 99)

Any 3 Chipped Gems + Any Sword → 3os Magic Long Sword (Ilvl = [0,75*clvl])

The first three recipes generate a magic item with item level [0,66*clvl].

Note that the properties that follow "with" are applied after a magic item has been created already. Furthermore the fourth and fifth formulas can output rare Throwing Axes and Javelins.

The two formulas for swords always output a long sword no matter what the input sword was.


Socketing

This is the only way in 1.07-1.08 to socket an item besides going to Larzuk. Sadly it does exactly the same as he would but costs a Stone of Jordan which makes it useless:

3 Perfect Skulls + Rare Item + Stone of Jordan → Same Rare Item with 1os

It is not known what happens when you use an already socketed item with this recipe.


Rerolling

The three perfect gem reroll recipe for magic items already exists, however it always outputs and item of level 1 instead of preserving the ilvl.

Any 3 Perfect Gems + Magic Item → Magic Item of the Same Type (Ilvl = 1)

It is unclear whether this can be used to one's benefit. @WoRG used it to calculate levels of certain affixes for his crafting guide but beyond that there seem to be no practical applications.

The next two recipes are also similar to their 1.14d incarnations, with a small twist on the second one.

6 Perfect Skulls + Rare Item → Rare Item of the Same Type (Ilvl = [0,4*ilvl]+[0,4*clvl])

Perfect Skull + Rare Item + Stone of Jordan → Rare Item of the Same Type (Ilvl=[0,66*ilvl(SoJ)]+[0,66*clvl])

That is correct, instead of using the ivl of the rare item the second recipe uses the item level of the Stone of Jordan that was used.

The 6 perfect skull recipe can be used to great benefit in 1.08 where rare jewels can have up to six affixes. See here for a success story by @WoRG:
Just note that in 1.07 rare jewels are limited to three affixes and most jewel affixes in that patch are strictly worse than their 1.08 counterparts, so rerolling them is a complete waste.


Creation

The section you came for, it contains the five of the most powerful recipes in D2 history. But before we get to those we need to look at two decent formulas first:

Any 3 Rings → Magic Amulet (Ilvl=[0,75*clvl])

Any 3 Amulets → Magic Ring (Ilvl=[0,75*clvl])

These work just as in newer patches except that they accept any quality as input. They can be useful for questing but don't stand a chance against the next five formulas.

The best recipes in 1.07-1.08 are as follows:

Any Ring + Any Ruby + Exploding Potion → Any Ring with "+(6-36)% to Fire Resistance" (Ilvl=[0,66*clvl])

Any Ring + Any Sapphire + Thawing Potion → Any Ring with "+(6-36)% to Cold Resistance" (Ilvl=[0,66*clvl])

Any Ring + Any 2 Topaz → Any Ring with "+(6-36)% to Lightning Resistance" (Ilvl=[0,66*clvl])

Any Ring + Any Emerald + Antidote Potion → Any Ring with "+(6-36)% to Poison Resistance" (Ilvl=[0,66*clvl])

One Perfect Gem of Each Type (except skull) + Any Amulet -> Any Amulet with bonus X (Ilvl=[0,66*clvl])

where "bonus X" is a placeholder for:
Code:
+(6-36)% to Fire Resistance
+(6-36)% to Cold Resistance
+(6-36)% to Lightning Resistance
+(6-36)% to Poison Resistance
+(6-36)% to Poison Resistance
which means that there are two rolls of "+(6-36)% to Poison Resistance" which are done independently. In particular the chance for e.g. +14% and +18% to Poison Resistance is NOT the same.


Quality
When the recipe says "Any Ring/Amulet" it really means it. The game will generate an item of magic, rare, set or unique quality and then add the stated bonus on top. As a consequence you might roll a Stone of Jordan and then get +36% to lightning resistance on top of it.

Similarly when you cube a fire resistance ring the game might create a rare ring with up to +30% fire resistance and then add +(6-36)% fire resistance on top of it which could result in up to 66% fire resistance which is the highest you can get in any patch. (see below for why this works with 1.07 but NOT 1.08)

In order to determine the quality the game does three rolls for the qualities Unique, Rare and Set and if they all fail the item becomes magic. The reciprocal chance to pass the tests is given by rarity-1 where rarity depends on the quality that is tested and the version of the game as follows:

Version​
Unique​
Rare​
Set​
1.07​
1000​
200​
125​
1.08​
800​
200​
110​

This means that cubing a unique or a set item is actually easier in 1.08 than in 1.07 however as the next subsection shows it is detrimental for magic and rare items to go this route.

The following table made by @GalaXyHaXz lists all the unique and set pieces of jewelry you can cube with the above five recipes:
107-108ammycubingoddsbyGalaXyHaXz.png
The Clvl columns lists the range of character level you have to be in the have the best chance at cubing that particular unique/set. Any clvl below the one in the min column will guarantee that the specific unique/set can not be cubed at all.
The chances are slightly off because the "-1" in the reciprocal chance was not taken account and neither were the chances to fail the unique and rare tests before a set can drop. Nevertheless these numbers give you a general idea on how successful (or not) a cubing session can be.

For a reference of the stats on 1.07-1.08 jewelry you can refer to these tables:
pre110arings.png
pre110aamulets.png

Stacking and bugged MPK rings
The bonuses after the "with" stack on top of any bonuses generated on the item in 1.07. This was partially fixed in 1.08 where for example you can't get your cold resistance bonus to combine with a cold resistance affix on a ring.

It seems that unique and set items still receive the stacked bonus but this has not been verified for those uniques/sets that come with inherent bonuses to resistances, so be careful.

In 1.07 there is a possibility for another kind of stack, namely the cold resistance rings have a chance to bug out when the prefix "Triumphant" spawns. Instead of giving the MPK and the cold resistance separately the game will add the cold resistance to the MPK value which results in rings with "+(7-37) Mana after each Kill". This always happens on magic rings and may or may not happen on rare rings with people having reported both outcomes.

The chances to get an MPK ring can be increased by crafting at a low clvl. The two most important clvls are 5 and 8 at which you unlock "Triumphant" (MPK) and "of the Apprentice" (FCR) respectively. The table lists the chances of getting an MPK ring of the desired kind at these levels:

clvl \ typeplain MPKMPK/FCR
51 in 8,50
81 in 171 in 136


As you can see it is easy to cube a plain bugged MPK ring but it takes a higher investment to get an MPK/FCR ring. Luckily the recipe takes any grade of sapphire and thus it is easy to craft a lot of these by running LK or the council.


Credits

Thanks to @GalaXyHaXz for making the unique/set table in the last section and thanks to @Fruit for clarifying the mechanics behind some of the recipes.
 
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Hi, the 3 PG+magic item can be used for a +6 Skel/Mastery Necro head, otherwise impossible

you use it once in 1.07, and then can forward it to whichever patch you want to burn PGs

but it's so niche, and spirit will always be the #1 shield, so really only good for maybe 1.10

I think that is the only use from it, and it's not even for a good item
 
That's the same for any staffmod, so if you wanted +6 on anything else, it would still work.

Best way of getting gems for cubing rings is picking them up while power leveling chars in pre-LOD. They're much more common there.
 
Don't underestimate people here, some of them will go to ridiculous lengths to make those skills suck ever so slightly less...
 
Assassin claws could also be a target for the 3PG formula...claws that can get staffmods have a high enough qlvl that their ilvl is not low enough to EVER get tier1 (and mostly, tier2) staffmods...roll them once to set ilvl=1, then forward them and reroll there, which has the advantage of giving them the proper durability (its about ½ what it should be in 1.07)

@art_vandelay It's worth mentioning that the 'crafting' bug where rolling a socket affix (Mechanics/Artisans/Jewelers) doesn't actually give sockets is actually a cubing bug...any cubed item (including crafts) that spawns a socket affix will NOT get sockets...the only way to get a socketed item from the cube is to use one of the recipes that give sockets as an automod (I'm positive about 1.07, and believe it but haven't confirmed it in 1.08)

WoRG
 
In 1.07? No, in 1.07 no claw has a high enough qlvl to spawn +3 skilltab at ilvl1...that's one reason I recommend forwarding them before rerolling more...that fixes the low qlvl (most elite weapons in 1.07 have lower qlvls than in later patches) and rerolling them in a later patch will also fix the durability (which, as I mentioned, is about ½ what it should be in 1.07)

You CAN get +5 to a skill on War Fist, Battle Cestus, Feral Claws, Runic Talons, and Scissors Suwayyah in 1.07 (they can spawn +2 Assassin (alvl50), but not +3 skilltab (alvl60))

In 1.08, the qlvls of elite claws was fixed, but the affix formula is still the same as in 1.07, so any elite claw can spawn +2 Assassin, and Battle Cestus, Feral Claws, Runic Talons, & Scissors Suwayyah can spawn +3 skilltab at ilvl1

In 1.09+ the affix formula was changed, and Feral Claws become the lowest qlvl elite claws that can spawn +2 Assassin, while Runic Talons and Scissors Suwayyah can also spawn +3 skilltab at ilvl1

Edit: It just struck me that you may have been asking if you can get tier6 skills on an ilvl1 item...if so, then no, the base tier is set solely by ilvl, and can only ever go up by 1 (20% chance) from the base (which is tier1 on an ilvl1 item)

WoRG
 
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By lvl 6 skills, I assume tier 2 staffmod was meant. Yes, these are possible and very common.
 
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Amulets & Rings have qlvl1, which is <46, so the alvl formula in 1.07/1.08 is alvl=ilvl-[qlvl/2] ...the[ ] means drop fractions, so for ammys & rings, alvl=ilvl.

Alvl of +3 skilltabs affixes on amulets is 60

Resistance rings and Prismatic ammys have ilvl=[clvl*0.66]... clvl91=[60.06]=60

So clvl91+ for +3skilltabs ammys (and +2 class is alvl90, so you can't get it... max ilvl65)

WoRG
 
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