IntroductionThe guide is divided into 3 sections, dealing with [1] basics and rules of sockets and socketing, [2] socketing at Larzuk, and [3] Horadric Cube socketing recipes (including socketing odds).
Although I have tried to carefully explain every single detail by means of questions, answers, and notes, just ask if something still appears unclear to you once you have read the guide.
I am not infallible, so feel free to notify me of errors or inconsistencies
on topic so that they can be dealt with.
Considerate feedback is appreciated.
[1] Basics and Rules of Sockets and SocketingThe Arreat Summit is the place to go if you just want to know the very basics of socketed items,
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http://www.battle.net/diablo2exp/items/socketeditems.shtmlQ: What items can be socketed and how do I get sockets in an item ?A: Any of the following items are socketable,
- Headgear
- Body armor
- Shields
- Weapons (except throwing weapons)
There are 3 ways to get sockets,
- Have an item spawn with sockets
- Use the Larzuk quest reward on an unsocketed item
- Use an appropriate Horadric Cube recipe on an unsocketed item ("cube socketing") or a magic/rare item ("rerolling" to have a chance at a socket prefix)
NoteIn what follows, when I say the 'inherent maximum number of sockets' I mean the overall maximum sockets for the base item ('Sockets' @ the Arreat Summit).
They are obtainable from here >
http://www.battle.net/diablo2exp/items/weaponsandarmor.shtmlNot to be confused with 'max sockets' mentioned below which are sometimes less than, sometimes equal to the inherent maximum number of sockets.
Q: How do I know the max sockets that a particular item can have ?A: Several factors limit the number of sockets, as stated in the rules below.
Rules for Number of Sockets#1: An item cannot have more sockets than its base item type allows, i.e. the inherent maximum number of sockets.
#2: The internal level, also known as the item level (ilvl), restricts the number of sockets as described below (ilvl tiers).
ilvl tiersAs far as sockets go, item levels are broken down into 3 groups (tiers): 1-25, 26-40, and 41+. Each individual item type has its own unique set of max sockets for each ilvl tier.
For instance, a Crystal Sword has 3/4/6 max sockets, meaning: ilvls 1-25 (max 3 sockets), ilvls 26-40 (max 4 sockets), and ilvls 41+ (max 6 sockets). As it happens, there is a
neat, compiled resource showing the max socket numbers in table form, for each base item type,
Max Sockets Tables>
http://brentmcclintock.net/diablo/guides/socket%20tables.aspx#3: Item quality (low quality/normal/superior, magic, rare, set, unique, crafted) limits the max sockets that can be
added to an item.
- Magic items: 2 sockets
- Rare, set, unique, crafted items: 1 socket
- Low-quality/normal/superior: not restricted in this manner
NoteMagic, rare, set, and unique items that
spawn with sockets are not included in #3, as they behave differently. Magic items spawning with the "Artisan's" or "Jeweler's" prefix
as well as rare items spawning with the "Mechanic's" prefix are restricted by the socket numbers appropriate for those affixes (3 or 4 for Artisan's and Jeweler's, respectively,
and 1-2 for Mechanic's). Some crafted items may also receive the "Mechanic's" prefix as a random affix whenever the item type allows that prefix. Finally, certain unique and
set items have sockets as an inherent magic property (e.g. Griswold's Heart has 3 sockets, Griswold's Redemption has 3-4 sockets, and Witchwild String has 2 sockets).
#4: Items
found with sockets in Normal and Nightmare, from chests or monster drops, have a limit on sockets set by difficulty.
- In Normal you will not find anything with more than 3 sockets.
- In Nightmare you will not find anything with more than 4 sockets.
NoteTo illustrate the difference between
spawning with sockets (rule #4) and
adding sockets (rule #2), let us suppose we had an ilvl 26 Crystal Sword drop from Normal.
By rule #4 it could never spawn with more than 3 sockets, however by rule #2, if it is unsocketed, you
could get 4 sockets (!), either from Larzuk or by means of socketing
the sword in the Horadric Cube.
#5: If an item already has sockets, you cannot alter the number of sockets. That is, you cannot remove any sockets from the item, nor can you add further sockets to it.
NoteThere is just one exception to #5. If the sockets on a magic/rare item stem from the "Mechanic's","Artisan's", or "Jeweler's" prefixes, then that particular prefix can be rerolled
(along with every other affix on the item, of course) using the Horadric Cube (see section [3]).
[2] Socketing at LarzukQ: How many sockets does Larzuk add to item X ?A: Once you have understood the above rules, it's simple and straightforward.
- Larzuk will add sockets only if the item is unsocketed and socketable (see section [1]).
- Larzuk will add the maximum number of sockets possible to a low quality/normal/superior item, be it white or grey (ethereal). The ilvl tiers apply.
- Larzuk will add 1 or 2 sockets randomly (50/50 odds) to a magic item, provided the item allows 2 sockets. Otherwise he will add 1 socket always.
- Larzuk will add 1 socket only to rare, set, unique, or crafted items.
- Larzuk will add the same number of sockets, no matter if you use the quest reward in Normal, Nightmare, or Hell.
Therefore, when socketing low quality/normal/superior items at Larzuk, it pays to remember where you found the item (drop location).
[3] Horadric Cube Socketing RecipesQ: Where are the Horadric Cube socketing recipes and how do they work ?A: Right here >
http://www.battle.net/diablo2exp/items/cube.shtmlQuoted as they stand (numbered for reference).
Quote (Arreat Summit)
1) 3 Perfect Skulls + 1 Rare Item + Stone of Jordan = Add 1 Socket To a Rare Item
2) 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 a random number of sockets. This allows you to get new magic bonuses on an otherwise non magical weapon. The original weapon properties will be removed (rerolled) when the new weapon is created. ilvl = 30. It gets 1-2 sockets.
3) 3 Chipped Gems + 1 Magic Weapon = Socketed Magic Weapon
This adds sockets to a magic weapon. The original magic weapon properties will be removed (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 magic weapon with 1-2 sockets.
4) 3 Flawless Gems + 1 Magic Weapon = Socketed Magic Weapon
This adds sockets to a magic weapon. The original magic weapon properties will be removed (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=30 magic weapon with 1-2 sockets.
5) 1 Tal Rune + 1 Thul Rune + 1 Perfect Topaz + Normal Body Armor = Socketed Body Armor of same type
6) 1 Ral Rune + 1 Amn Rune + 1 Perfect Amethyst + Normal Weapon = Socketed Weapon of same type
7) 1 Ral Rune + 1 Thul Rune + 1 Perfect Sapphire + Normal Helm = Socketed Helm of same type
8) 1 Tal Rune + 1 Amn Rune + 1 Perfect Ruby + Normal Shield = Socketed Shield of same type
9) 1 Hel Rune + Scroll of Town Portal + Any Socketed Item = Unsocket that item
Warning: This will destroy any gems, runes, or jewels you have socketed. This is useful if you are not happy with the gems you have socketed and you want to socket the item in another way.
Additional remarks to the recipes above,
1)
In short, a waste of 3 Pskulls + SoJ. Larzuk does it for free (alright, you have to kill Shenk first).
2) - 4)
Provided the base item type allows 2 sockets, each recipe adds 1 or 2 sockets randomly (50/50 odds). Otherwise 1 socket. The sockets are
not added as a socket prefix; they are
added via the formula itself. Socket prefixes cannot spawn on the items when using these recipes.
Notice that you MUST use the Larzuk quest reward if you wish to add sockets to an unsocketed magic item WITHOUT having the affixes rerolled.
5) - 8)
As stated on the Arreat Summit, these cube formulae
will NOT work on low quality or superior items. The item MUST be normal and unsocketed.
The item gets 1-6 sockets randomly, BUT the number of sockets added is restricted by the max sockets possible for that base item with that ilvl. So if the item allows, say at most 4 sockets,
you will not get 5 or 6 sockets. Even if a roll of the dice would return 5 or 6 sockets, you still get 4 sockets. In terms of odds, this necessarily means that you roll 4 sockets with a probability
of 50%, as rolling 4 sockets means '4, 5, or 6 sockets', each with a probability of 1/6.
NoteSome of the odds listed on the Arreat Summit are incorrect. The basis for calculating the socket odds in the formulae 5) - 8) is 6 sockets regardless of the item. So even though headgear
could never get more than 3 sockets, and body armor and shields no more than 4, the base of 6 is still used when determining the odds (see below).
9)
No matter what you may have inserted (gems/jewels/runes), everything will be destroyed with this recipe. You are not free to choose what you want to remove - it's either all or nothing.
'Unsocket' means that only the contents of the sockets are destroyed. The sockets themselves are retained.
Horadric Cube Socket OddsRecipes 5) - 8) above.
Max 1 socket1 socket: 6/6 (= 100%)
Max 2 sockets1 socket: 1/6 (~ 16.7 %)
2 sockets: 5/6 (~ 83.3 %)
Max 3 sockets1-2 sockets: 2/6 (~ 33.3 %), 1/6 each
3 sockets: 4/6 (~ 66.7 %)
Max 4 sockets1-3 sockets: 3/6 (= 50 %), 1/6 each
4 sockets: 3/6 (= 50 %)
Max 5 sockets1-4 sockets: 4/6 (~ 66.7 %), 1/6 each
5 sockets: 2/6 (~ 33.3 %)
Max 6 sockets1-6 sockets: 1/6 each
The "Ethereal Armor Bug"Concerning the use of recipes 5), 7), and 8) above, Ernir @ the Battle.net Forums had this to say,
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http://www.battle.net/forums/thread.aspx?fn=d2-general&t=1312543&p=1post1312543Quote (Ernir@Battle.net Forums)
38. How does the "Eth Glitch" work?
In Diablo 2 version 1.11 and 1.11b, there is a bug regarding the socketing of ethereal armors. Ethereal armors are assigned a 50% bonus to their base defense rating when dropped. This is normal. What is not normal is the fact that when sockets are added to an ethereal armor using the Horadric Cube, that ethereal defense bonus is applied again. The result is an armor with an absolutely impossible defense rating. Enhanced defense modifiers are then added to that base defense rating, so the difference in end defense is rather huge.
This bug appeared as a side-effect when the 1.10 ethereal armor upgrade bug was fixed (the bug is described in section 14). In order to fix that bug, a defense bonus of 50% was simply crammed into the ethereal unique armor upgrade formula. Unfortunately that fix also affected the ethereal armor socketing formula, making armors now gain a second defense bonus when socketed.
[...]
It is not debatable whether this is a "bug" or an "undocumented feature". It is obviously a result of a programming flaw, making it a bug. Ask anyone who has looked at the code, ethereal armors gaining defense when socketed is NOT intentional. Not a chance.
Just to make it perfectly clear, the bug adds 50% to the defense of the ethereal item, which means the base item defense (non-eth) is actually scaled by a factor of 2.25 (1.5*1.5), a 125% increase.
NoteSince recipes 5), 7), and 8) do not work with low quality or superior items, there is no such thing as a "low quality/superior eth bugged armor". Low quality and superior items must be socketed at Larzuk,
but unlike the Horadric Cube, Larzuk
cannot glitch the defense of ethereal armor pieces.
Rerolling to get SocketsThe following formulae have to do with rerolling items. Unlike the formulae 1) - 9) above, they do not guarantee sockets, but they can potentially result in socket prefixes and are therefore included here
for the sake of completeness.
Quote (Arreat Summit)
10) 1 Perfect Skull + 1 Rare Item + Stone of Jordan = 1 High Quality New Rare Item of the same type
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).
11) 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.
12) 4 Health Potions (of any type) + Ruby (any type) + Magical Sword = A Magic Sword of the Leech
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. For example, a champion sword as input will give a champion sword as output.
13) 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.
14) 1 Magic Shield (any type) + 1 Spiked Club (any quality) + 2 Skulls (any quality) = Magic Shield of Spikes
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.
The Arreat Summit is wrong about 'Character Level 84' in formula 13. It should read 86, as gambled items have ilvls ranging from clvl - 5 to clvl + 4, and the +2 <char> skills prefix requires at least ilvl 90
to spawn on a magic amulet (same goes for rare and crafted amulets).
AcknowledgmentsI cannot claim to have discovered any of the rules that govern how sockets and socketing apply to items. I wrote this guide to collect all information in one place, thus making it easily accessible.
Here are the main sources of information which I have shamelessly exploited during the process of writing,
The Arreat Summit - item pages
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http://www.battle.net/diablo2exp/items/Sockets and Socketing by posterboy (posted by Bob_the_Evil @ the Battle.net Forums)
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http://www.battle.net/forums/thread.aspx?fn=d2-general&t=1353173&p=1post1353173Brent McClintock's max sockets tables
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http://brentmcclintock.net/diablo/guides/socket%20tables.aspx