Some notable exceptions include rings and amulets, set items, crafted items, and items that are Indestructible (such as bows and crossbows, Phase Blades, and certain high-end uniques like the Crown of Ages. The ethereal modifier can exist on most kinds of items the player can equip. Ethereal items share grey text with socketed items. They appear translucent both in the player's inventory and on the gameplay screen. Ethereal items have more powerful stats compared to the non-ethereal versions of the same items (for example, an ethereal longsword will do more damage than a non-ethereal longsword) but also have a lower maximum durability and cannot be repaired. looking back at my own repairing recipes I saw that all of them used the noe flag on the input1 item.In Diablo II: Lord of Destruction, a new type of item was released: Ethereal. ![]() * Create a cube recipe that allows an ethereal item to be repaired (eg "any,eth" + "gpw,qty=3" -> "useitem,rep,rch") This also might not work. This might still keep the item unrepairable. converting the item to a tempered item (using "useitem,tmp"). * Create a cube recipe that makes the ethereal item indestructable (eg "any,eth" + r33 + soj -> "useitem" (mod1) "indestruct" (mod2) levelreq (mod2 min/max) 10) Other things you might want to consider trying: Thus you'd only be able to use "usetype" as your output, not "useitem", which is exactly what you don't want to do if you're trying to keep all of its original stats.īTW, how are you attempting to convert the item. I think the problem is that ethereal items are actually distinct items separate from their normal counterparts, not just an "ethereal" modifier placed on the item. I might be wrong so don't rely on my thoughts too much but.
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