Scrolls and potions are never used up. Take socketed runes and gems out first. Put only the one item and its catalysts in the cube.
1 Scroll of Identifya unique of that base (random if several)
1 Scroll of Town Portala set item of that base
1 Thawing Potiona rare of that base
1 Stamina Potionrerolls the options only (magic and rare at item level 99+, uniques and set items keep the item - upgraded sunder charms too)
1 / 2 / 3 Antidote Potionsa white normal / exceptional / elite base
1-6 Mana Potionsthat many sockets (a Tome of Town Portal counts as 4)
1-6 Healing Potionsethereal + that many sockets (a Tome of Identify counts as 4)
ring + 2 Scrolls of IdentifyThe Stone of Jordan
amulet + 2 Scrolls of IdentifyMara's Kaleidoscope
amulet + 1 Scroll of Identifya random unique amulet
small charm + 1 Scroll of IdentifyAnnihilus
large charm + 1 Scroll of IdentifyHellfire Torch
any grand charm + 1 Scroll of IdentifyGheed's Fortune or one of the six upgraded sunder charms, at random and never the one it already is - cube the result again to change it again
grand charm + 1 Tome of Town Portala magic grand charm: +1 to a random skill tree (any class) and +45 life
Token of Absolution + El / Eld / Tir / Nef / Eth runeWestern / Eastern / Southern / Deep / Northern Worldstone Shard
class item + 1 Scroll of Identifya unique of that item kind (normal bases too)
Crafting: item + 1 perfect gema crafted item, the gem comes back. Magic, rare or crafted; no jewel (rings and amulets also take the recipe's rune, which comes back too). Sapphire = Hit Power, Ruby = Blood, Amethyst = Caster, Emerald = Safety (bases as in the original crafting recipes). Put only the item and the gem (and the rune) in the cube - the original way with a jewel and a rune works too, but uses them up