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List of synthesis formulas for Diablo II reproducing Horatique square
Diablo II remastered Horatique Square is a synthetic game of props in the game. What equipment can Horatique Square make? Let's take a look at the synthesis formula of Diablo II remastered Horatique Square.

3 runes of the same type (lower than 10) = higher runes 1.

3 aluminum conversion-1 ed rune

3 Aide transformation-1 Terrune

3, transform-1 Fu Na rune.

3 Fu Na transformation-1 rune

3 ace transformation-1 Yi Shi rune

3 Eastman transformation-1 rune

3 Tal transformation-1 Lal rune

3 Lal conversion-1 ohm rune

3 ohm conversion-1 shure rune

3 Thul (# 10)+ 1 broken topaz = Amn (# 1 1)

3 AMN (#11)+1broken sapphire = sol (# 12)

3 Sol (# 12)+ 1 broken sapphire = Shael (# 13)

3 Shael (# 13)+ 1 Broken Ruby = Dol (# 14)

3 Dol (# 14)+ 1 broken jade = Hel (# 15)

3 Hel (# 15)+ 1 broken diamond = Io (# 16)

3 Io (# 16)+ 1 cracked topaz = Lum (# 17)

3 Lum (# 17)+ 1 divided sapphire = Ko (# 18)

3 Ko (# 18)+ 1 divided sapphire = Fal (# 19)

3 Fal (# 19)+ 1 split ruby = Lem (#20)

3 Lem (#20)+ 1 divided emerald = Pul (#2 1)

2 Pul (#2 1)+ 1 split drill = Um (#22)

2 Um (#22)+ 1 topaz = Mal (#23)

2 Mal (#23)+ 1 Ruby = Ist (#24)

2 Ist (#24)+ 1 sapphire = Gul (#25)

2 Gul (#25)+ 1 Ruby = Vex (#26)

2 Vex(# 26)+ 1 Emerald = Ohm(# 27)

2 ohm (#27)+ 1 diamond = Lo (#28)

2 Lo (#28)+ 1 flawless topaz = Sur (#29)

2 Sur (#29)+ 1 flawless sapphire = Ber (#30)

2 Ber (#30)+ 1 flawless sapphire = Jah (#3 1)

2 Jah (#3 1)+ 1 Innocent Ruby = Cham (#32)

2cam (# 32)+ 1 flawless emerald = Zod (#33)

3 healing potion +3 mana potion+1 broken gem = 1 recovery potion

3 healing potion +3 mana potion+1 common gem = 1 full recovery potion.

3 Ordinary gems+1 piercing weapons (of any type) = 1 piercing magic weapons (of the same type)

The original attribute will disappear, and the regenerative magic weapon ilvl = 30 has 1-2 holes.

3 Broken gems+1 magic weapon = punching magic weapon

The original attribute will disappear, and the regenerative magic weapon ilvl = 25 has 1-2 holes.

3 flawless gem+1 magic weapon = magic weapon for punching.

The original attribute will disappear, and the regenerative magic weapon ilvl = 30 has 1-2 holes.

==BUG punching formula = =

1 tal (# 7)+1thul (#10)+1perfect topaz+basic armor = same type of piercing armor.

Equipment must be basically non-porous (that is, there is no super attribute, that is, white or invisible gray items), low quality (that is, damage needs to be repaired) or super strong. Equipment will randomly generate 1-6 holes, but it is limited by the maximum number of holes in the equipment itself and ilvl. For example, the equipment itself can only have 2 holes at most, so the probability of 5/6 is 2 holes, and the probability of 1/6 is 1 hole.

1ral (# 8)+1thul (#10)+1perfect sapphire+basic helmet = same type of perforated helmet.

Equipment must be basic, non-porous (that is, there is no super attribute, that is, white or invisible gray items), and neither low quality nor super quality is acceptable. Equipment will randomly generate 1-6 holes, but it is limited by the maximum number of holes in the equipment itself and ilvl. For example, the equipment itself can only have 2 holes at most, so the probability of 5/6 is 2 holes, and the probability of 1/6 is 1 hole.

1tal (# 7)+1AMN (#11)+1perfect ruby+basic shield = same type of perforated shield.

Equipment must be basic, non-porous (that is, there is no super attribute, that is, white or invisible gray items), and neither low quality nor super quality is acceptable. Equipment will randomly generate 1-6 holes, but it is limited by the maximum number of holes in the equipment itself and ilvl. For example, the equipment itself can only have four holes at most, so 1/2 has four holes, 1/6 has 1 holes, 1/6 has two holes, and 1/6 has three holes.

1ral (8)+1AMN (11)+1perfect sapphire+basic weapon = the same type of piercing weapon.

Note: Like the first three, the raw material weapon must be a non-special weapon with white or gray random holes. If the equipment itself can only have 6 holes at most, the probability is 1/6, 1, 1/6, 2, 1/6 and 3.

1ral (# 8)+1AMN (#11)+1perfect sapphire+basic weapon = the same type of piercing weapon.

Equipment must be basic and non-porous, and low quality or super quality is unacceptable. The equipment will randomly generate 1-4 holes, but it is limited by the maximum number of holes in the equipment itself and ilvl. For example, the equipment itself can only have 2 holes at most, so the probability of 5/6 is 2 holes, and the probability of 1/6 is 1 hole.

1 Eld (#2)+ 1 broken stones+low-quality weapons = weapons of the same type with ordinary quality.

Ilvl = 1, that is, it will be set to 1 regardless of the previously equipped ilvl.

1 El (# 1)+ 1 broken gem+low-quality armor = armor of the same type with common quality.

1ral (# 8)+1sol (#12)+1perfect emerald+ordinary dark gold weapon = the superior version of this dark gold weapon.

This formula can transform the basic equipment of hidden gold equipment into its superior version, and then clearly increase the damage to weapons and the defense against armor, and the original attributes remain unchanged. This formula is also valid for intangible equipment, which is also invisible after transformation. If the equipment is originally inlaid with jewelry, it will remain.

1tal (# 7)+1Shael (#13)+1perfect diamond+ordinary hidden gold armor = the superior version of this hidden gold armor.

This formula can transform the basic equipment of hidden gold equipment into its superior version, and then clearly increase the damage to weapons and the defense against armor, and the original attributes remain unchanged. This formula is also valid for intangible equipment, which is also invisible after transformation. If the equipment is originally inlaid with jewelry, it will remain.

1lum (#17)+1pul (# 21)+1perfect jade+upper secret gold weapon = the essence of this secret gold weapon (only for ladder players).

This formula can transform the advanced equipment of hidden gold equipment into its essence version, and then obviously increase the damage to weapons and the defense against armor, and the original attributes remain unchanged. This formula is also valid for intangible equipment, which is also invisible after transformation. If the equipment is originally inlaid with jewelry, it will remain.

1ko (#18)+1lem (# 20)+1perfect diamond+advanced hidden gold armor = the essence of this hidden gold armor (only for ladder players).

This formula can transform the advanced equipment of hidden gold equipment into its essence version, and then obviously increase the damage to weapons and the defense against armor, and the original attributes remain unchanged. This formula is also valid for intangible equipment, which is also invisible after transformation. If the equipment is originally inlaid with jewelry, it will remain.

1ort (# 9)+1AMN (#11)+1perfect sapphire+ordinary bright gold weapon = advanced bright gold weapon.

Upgrade equipment type

1ral (# 8)+1thul (#10)+1perfect purple sapphire+ordinary bright gold armor = advanced bright gold armor.

Upgrade equipment type

1fal (#19)+1um (# 22)+1perfect sapphire+advanced bright gold weapon = essence bright gold weapon.

Upgrade equipment type

1ko (#18)+1pul (# 21)+1perfect sapphire+advanced bright gold armor = elite bright gold armor.

Upgrade equipment type

The above four formulas can be completed in STD -0-

1 Ort(# 9)+ weapon = completely repair this weapon.

This formula cannot be used to repair intangible equipment.

1 Ral(# 8)+ armor = completely repair this armor.

This formula cannot be used to repair intangible equipment.

Hel(# 15)+ Return scroll+Any piercing equipment = Remove the inlaid gems.

Note: After using this formula, any gems and spells embedded in the cave will disappear.

1 Ort (#9)+ 1 broken gem (of any type)+weapon = completely repaired and charged with magic.

This formula cannot be used to repair intangible equipment.

1 Ral (#8)+ 1 Split Gem (of any type)+Armor = completely restored and charged with magic.

This formula cannot be used to repair intangible equipment.

6 perfect gems (each 1)+ 1 necklace (of any quality) = triangle necklace.

This formula synthesizes all resistant necklaces. Ilvl = 50, the necklace generated by this formula always has a triangular prefix (all resistances+16-20), and it is possible to get a suffix.

1 Magic Ring+1 Perfect Jade+1 Detoxifying Agent = 1 Jade Ring

The ring of this formula always has a jade prefix (antivirus +2 1-30%), and the probability of getting the suffix ilvl is 30.

1 Magic Ring+1 Perfect Ruby+1 Explosive Potion = 1 Crimson Ring

The ring of this formula always has a garnet prefix (fire resistance +2 1-30%), and the probability of getting the suffix ilvl is 30.

1 Magic Ring+1 Perfect Topaz+1 Therapeutic Agent = 1 Coral Ring

The ring of this formula always has a coral prefix (anti-electric +2 1-30%), and the probability of getting the suffix ilvl is 30.

1 Magic Ring+1 Perfect Sapphire+1 Melting Agent = 1 Cobalt Ring

The ring of this formula always has a cobalt prefix (anti-icing +2 1-30%), and the probability of getting the suffix ilvl is 30.

1 energy shield (any type)+1 mace (any type) +2 skull (any level) = magic spike shield.

The shield of Ilvl=30 always has the suffix of "spike" (the attacker takes 4-6 damage), and it is also possible to get a prefix.

Diamond (any type)+1 long stick (any type/grade)+1 wave knife (any type)+1 belt (any type/grade) = long stick savage weapon.

Ivl = 50 This long weapon always has a savage prefix (66-80% damage enhancement), and it also has a chance to get a suffix (B-measure mercenary gospel).

3 magic rings = 1 random magic necklace

Create a low-level magic necklace with three unwanted magic rings. Ilvl = int(.75 * clvl) is a 65-level role with ilvl = 48. All the 48-level affixes are available. +2 All skills have a grade of 90, which means that necklaces of +2 all skills cannot be generated.

3 magic necklace = 1 random magic ring

Create a low-level magic ring with three unwanted magic necklaces. Ilvl = int(.75 * clvl) is a 65-level role with ilvl = 48. Affixes below 5 1 are acceptable.

3 small recovery agents = 1 full recovery agents

3 gems of the same type and grade (lower than the perfect grade) = 1 high-grade gem of the same type.

This formula is often used to upgrade gems.

2 crossbow bullet = 1 arrow

2 Arrow = 1 crossbow bullet

1 spear+1 arrow = 1 javelin

Any type/grade of spear can be used.

1 axe+1 dagger = flying axe

Any type/grade axe can be used.

3 Perfect gem (any type)+1 magic equipment = 1 random magic equipment of the same type (this formula is used for blue washing equipment such as SC and GC). This formula allows you to get another magic equipment with the same probability, and the ilvl of the generated equipment is equal to the original ilvl. But don't confuse "ilvl is a definite number" in some formulas with "ilvl of synthetic equipment and put equipment is completely equal" here. Therefore, if you want to synthesize a super amulet with+skills, you should at least synthesize it with the super amulet that fell in the nightmare, not with the one that fell in the ordinary blood wasteland. You can use this formula to synthesize a necklace of +2 skills, but at least when your character reaches level 84, and the probability is very small.

Neck strangulation poison+any kind of therapeutic agent = 1 detoxification agent

White Chess Leg+Return Book = Secret Dairy Pass (Bal will kill in hell mode)