Upgrading- recipes, requirements, damage, and defenseTable of Contents- [1] Upgrade Recipes
- [2] Should I Upgrade This ?
- [3] Requirements of Upgraded Items
- [4] How are Damage and Defense Calculated ?
- [5] Commonly Upgraded Unique 'Armor'
[1] Upgrade RecipesDo yourself a favour and read this section instead of wasting your time attempting impossible upgrades.
The Basics- ONLY normal or exceptional RARE ("yellow") or UNIQUE ("gold") items can be upgraded
- Rune Words are NOT unique items. They cannot be upgraded
- Allowed upgrades: (1) normal
exceptional, (2) exceptional
elite - Combining (1) and (2) allows you to upgrade an item from normal to elite quality (a two-stage upgrade)
The Recipes- Horadric Cube recipes @ the Arreat Summit
http://battle.net/diablo2exp/items/cube.shtml - 'Armor' is ANY of these (including class specific): Headgear, Body Armor, Shields, Gloves, Belts, Boots
- Circlet and Coronet are normal Circlets. By (1), Circlet
Tiara, Coronet
Tiara, and by (2), Tiara
Diadem
Quote (Arreat Summit)
1 Ral Rune + 1 Sol Rune + 1 Perfect Emerald + Normal Unique Weapon = Exceptional Version of Weapon
This formula changes the base item type from the normal to exceptional version. For example an Axe is turned into a Cleaver. This does NOT convert the item to
the Exceptional Unique version of the Unique Item. Unique item bonuses remain the same; only the item it's based on is upgraded. This can be used to upgrade
Ethereal Items also. They will continue to be Ethereal after they are upgraded. Also if the item is socketed, then jewels or runes and their mods will also remain.
1 Tal Rune + 1 Shael Rune + 1 Perfect Diamond + Normal Unique Armor = Exceptional Version of Armor
This formula changes the base item type from the normal to exceptional version. For example Quilted Armor is turned into Ghost Armor. This does NOT convert
the item to the Exceptional Unique version of the Unique Item. So you cannot for example use this formula to transform Greyform into The Spirit Shroud.
1 Lum Rune + 1 Pul Rune + 1 Perfect Emerald + Exceptional Unique Weapon = Elite Version of Weapon (Single Player, Ladder Only)
1 Ko Rune + 1 Lem Rune + 1 Perfect Diamond + Exceptional Unique Armor = Elite Version of Armor (Single Player, Ladder Only)
1 Ort Rune + 1 Amn Rune + 1 Perfect Sapphire + Normal (Basic) Rare Weapon = Exceptional Rare Weapon
The item type is upgraded.
1 Ral Rune + 1 Thul Rune + 1 Perfect Amethyst + Normal (Basic) Rare Armor = Exceptional Rare Armor
The item type is upgraded.
1 Fal Rune + 1 Um Rune + 1 Perfect Sapphire + Exceptional Rare Weapon = Elite Rare Weapon
1 Ko Rune + 1 Pul Rune + 1 Perfect Amethyst + Exceptional Rare Armor = Elite Rare Armor
Note : "Single Player, Ladder Only" means Single Player OR Ladder (realm play on Battle.net).
If a recipe does not seem to work, you are doing something wrong. Read the basics and check the recipe, including the realm restrictions above (two cases).
[2] Should I Upgrade This ?Just because you
can upgrade an item, it does not always mean you
should. Think twice before you upgrade anything ...
- How about the item requirements (read section [3]) ?
- Will the item stats (damage, defense) improve significantly ?
- How about the probable item value when trading an upgraded item ?
- Perfect item before upgrading ? Run the risk of not rolling perfect defense ?
Certain perfect unique 'Armor' are worth quite a bit, some even more when upgraded ... if they are still perfect or nearly perfect, that is. Trouble is, the odds of that happening
are usually rather discouraging. In most cases, you would be better off trading the item as it is instead of upgrading it.
Refer to section [5] for the odds of rolling perfect defense.
[3] Requirements of Upgraded ItemsUpgrading comes at the cost of increasing the item requirements (Strength, Dexterity) and Level requirement (rlvl).
Strength and Dexterity Requirements- The required Strength (rstr) and Dexterity (rdex) are those of the base item
- Etherealness decreases Strength and Dexterity requirements by 10 (each)
Level Requirement (rlvl)This is based on the rlvl of the base item (upgrade), rlvl of item affixes, rlvl of anything inserted (gems, jewels, runes) if the item is socketed, and on the upgrade(s) performed.
- rlvl_excep: rlvl of exceptional base item
- rlvl_elite: rlvl of elite base item
- rlvl_mod: highest rlvl amongst the item modifiers (an affix or an inserted gem, jewel, or rune)
The higher of rlvl_excep (or rlvl_elite) and rlvl_mod is used for the rlvl calculation,
Code
(1) normal

exceptional
rlvl = max{rlvl_excep, rlvl_mod} + 5
(2) exceptional

elite
rlvl = max{rlvl_elite, rlvl_mod} + 7
(3) normal

elite (2 upgrades)
rlvl = max{rlvl_elite, rlvl_mod} + 12
Read the examples below and refer to the Arreat Summit for base item requirements (Str, Dex, and Level)
http://www.battle.net/diablo2exp/items/weaponsandarmor.shtml#1 "Ultimate Laziness" (Sharkskin Boots)Sharkskin Boots require level 25 and they upgrade to Scarabshell Boots (rlvl_elite = 49). First, suppose none of the affixes on those rare Sharkskin Boots require more than level 49.
That is, max{rlvl_elite, rlvl_mod} = 49. Then, by (2),
rlvl = 49 + 7 = 56
Next, suppose the Sharkskin Boots had the suffix "Regeneration" (rlvl_mod = 52), Replenish Life +(3-5). Since 52 > 49, this would force rlvl = 52 + 7 = 59 on the Scarabshell Boots.
#2 Twitchthroe (Studded Leather)Suppose we have inserted a Shael Rune (rlvl_mod = 29) for another 20% FHR.
The first upgrade, (1) takes Studded Leather to Trellised Armor (rlvl_excep = 25). A two-stage upgrade, (3) takes Studded Leather to Wire Fleece (rlvl_elite = 53). Now then, since
max{25,29} = 29 and max{53,29} = 53, we get
(1) rlvl = 29 + 5 = 34
(3) rlvl = 53 + 12 = 65
Notice, the rlvl of the exceptional version of Twitch is
higher than it would have been (30) without the Shael rune.
Bottom line : Since upgrading is an irreversible process (you cannot "downgrade" an item), work out item requirements
before you upgrade !
[4] How are Damage and Defense Calculated ?The game applies percentage bonuses first, truncates the result (i.e. "rounds down"), then applies integer bonuses. In detail ...
Code
{Weapons}
1. Take the fixed damage range of the BASE item (upgraded version).
2. [ethereal only] Add 50% to the min and max values in 1. Truncate the result.
3. [+X% EDmg] Add X% to the result in 2 if eth (values in 1 otherwise). Truncate the result.
4. [+(Y-Z) Damage *)] Add Y to the min and Z to the max values in 3 if the item has +X% EDmg (otherwise 1 or 2).
*) Any of the modifiers "+Y to Minimum Damage", "+Z to Maximum Damage", or "Adds Y-Z Damage" (+Y to Min, +Z to Max).
{Armor}
1. Take the min and max defense of the BASE item (upgrade).
2. [ethereal only] Add 50% to the values in 1 and truncate the result.
3. [+X% EDef] Add X% to the result in 2 if eth (values in 1 otherwise). Truncate the result.
4. [+Y Defense] Add Y (integer defense) to the values in 3 if the item has +X% EDef (otherwise 1 or 2).
Note :
Upgrading 'Armor' rerolls the base defense. This means that 'Armor' having the +X % EDef modifier will automatically lose the inherent bonus of +1 to max base defense.
Any of the possible base defense values are equally likely. You get a random value, in the same way randomness determines the base defense when dropping a Harlequin Crest (Shako).
While the rules are the same for rare and unique items, we will confine our attention to uniques, because they have fixed properties (preset range of +X % EDmg/EDef, +(Y-Z) Damage,
and +Y Defense, respectively).
#3 Titan's Revenge1. TD_base: 35 to 66, 1HD_base: 30 to 54 (Matriarchal Javelin)
2. TD_eth: [{35,66}*1.5] = {52,99}, 1HD_eth: [{30,54}*1.5] = {45,81}
3. + 4. TD_min = [{52,99}*2.5] + {25,50} = {155,297}, TD_max = [{52,99}*3] + {25,50} = {181,347}, 1HD_min = {137,252}, 1HD_max = {160,293}
TD range: (155-181) to (297-347) (
226-264 avg)
1HD range: (137-160) to (252-293) (
194.5-226.5 avg)
Compare the damage from eth Titan's Revenge (Ceremonial Javelin) before upgrading,
TD range: (92-106) to (252-293) (
172-199.5 avg)
1HD range: (92-106) to (180-206) (
136-156 avg)
#4 Vampire Gaze1. 100-157 (Bone Visage)
2. skipped (assuming non-eth)
3. + 4. Def_min = [100*2] = 200, Def_max = [157*2] = 314
Defense range:
200-314 (200, 202, ... , 314). That is, 58 possible values in steps of 2.
Before upgrading, any non-eth Vampire Gaze (Grim Helm) has a Defense of
252 [(125+1)*2]. Hence, upgrading Gaze involves a rather high risk (26/58 ~ 45 %) of rolling lower defense.
[5] Commonly Upgraded Unique 'Armor'The table summarises results from the previous sections, for various upgraded unique 'Armor', assuming
max +X % EDef and +Y Defense. Listing values for some ethereal versions ( ),
Strength req (rstr), and Level req (rlvl). For items that allow sockets, the maximum rlvl is obtained by using a Zod Rune (rlvl_mod = 69). For other values of X and Y, use the table from [4].
Only the Base Defense of the Base Item (Upgrade) matters to the odds. Hence, in a two-stage upgrade, the first upgrade should not influence the second upgrade.
Code
Unique Item Defense Modifier(s) Base Item (Upgrade) Base Defense Odds Defense Range *) rstr rlvl **)
Arreat's Face +200% ED Guardian Crown 117-168 1:52 351-504 (525-756) 196 (186) 72,76
Crown of Thieves +200% ED Corona 111-165 1:55 333-495 (498-741) 174 (164) 73,76
Jalal's Mane +200% ED Dream Spirit 109-159 1:51 327-477 118 73,76
Kira's Guardian +120 Defense Diadem 50-60 1:11 170-180 (195-210) - 71,76
Vampire Gaze +100% ED Bone Visage 100-157 1:58 200-314 (300-470) 106 (96) 70,76
Twitchthroe (1) +25 Defense Trellised Armor 138-153 1:16 163-178 61 30,74
Twitchthroe (3) +25 Defense Wire Fleece 375-481 1:107 400-506 111 65,81
Skin of the Vipermagi +120% ED Wyrmhide 364-470 1:107 800-1034 84 57,76
Shaftstop +220% ED Boneweave 399-505 1:107 1276-1616 (1913-2422) 158 (148) 54,76
Guardian Angel +200% ED Hellforge Plate 421-530 1:110 1263-1590 (1893-2385) 196 (186) 66,76
Herald of Zakarum +200% ED Zakarum Shield 169-193 1:25 507-579 (759-867) 142 (132) 68,76
Homunculus +200% ED Bloodlord Skull 103-148 1:46 309-444 106 72,76
Bloodfist (1) +20% ED, +10 Def Sharkskin Gloves 33-39 1:7 49-56 20 30
Bloodfist (3) +20% ED, +10 Def Vampirebone Gloves 56-65 1:10 77-88 50 59
Chance Guards (1) +30% ED, +15 Def Heavy Bracers 37-44 1:8 63-72 58 30
Chance Guards (3) +30% ED, +15 Def Vambraces 59-67 1:9 91-102 106 63
Magefist (1) +30% ED, +10 Def Battle Gauntlets 39-47 1:9 60-71 88 30
Magefist (3) +30% ED, +10 Def Crusader Gauntlets 59-68 1:10 86-98 151 69
Frostburn (1) +20% ED, +30 Def War Gauntlets 43-53 1:11 81-93 110 30
Frostburn (3) +20% ED, +30 Def Ogre Gauntlets 62-71 1:10 104-115 185 76
Goldwrap (1) +60% ED, +25 Def Battle Belt 37-42 1:6 84-92 88 30
Goldwrap (3) +60% ED, +25 Def Troll Belt 59-66 1:8 119-130 151 74
Hotspur (1) +20% ED, +6 Def Demonhide Boots 28-35 1:8 39-48 20 29
Hotspur (3) +20% ED, +6 Def Wyrmhide Boots 54-62 1:9 70-80 50 57
Goblin Toe (1) +60% ED, +15 Def Battle Boots 39-47 1:9 77-90 95 30
Goblin Toe (3) +60% ED, +15 Def Mirrored Boots 59-68 1:10 109-123 163 72
Infernostride +150% ED, +15 Def Wyrmhide Boots 54-62 1:9 150-170 50 52
Waterwalk +210% ED Scarabshell Boots 56-65 1:10 173-201 91 56
Gore Rider +200% ED Myrmidon Greaves 62-71 1:10 186-213 156 72
*) Due to %ED and truncation, not all integers between the extreme values are possible in each case.
For instance, a +200% ED Arreat's Face will upgrade to one of these 52 values: 351, 354, 357, ... , 504 (525, 531, 534, 540, ... , 756).
**) Minimum and and maximum values given, e.g. "72,76" means at least rlvl 72 and at most rlvl 76 ('Zod').
Any comments or questions ? Just let me know.