Corruptions/en

Worldstone Shards are new items which drop throughout the game and can be used to corrupt equipment and maps. Corruption results include adding sockets (if applicable), adding a corruption modifier as listed below, or turning the item into a random rare of the same type ("bricked" item). Corrupted items cannot be corrupted again, but they can be modified by other recipes.

To use a Worldstone Shard, put it into the Horadric Cube with another item and press the Transmute button. For maps, press the button twice.

There are also Tainted Worldstone Shards which are dropped by Rathma and can be used to corrupt Annihilus.

Equipment Corruptions
Equipment items can gain sockets (if applicable), gain a corruption modifier, or turn into a random rare.

Sockets can only be added to 0-socket items that are capable of gaining sockets: helms, chests, shields, and non-throwing weapons. The maximum sockets an item can get is always restricted by the item base. For example, an un-upgraded Vampire Gaze cannot gain more than 2 sockets because Grim Helm has a maximum of 2 sockets.

Regular items ( ethereal or non- ethereal ) cannot gain corruption modifiers, but can gain sockets (up to the maximum amount of sockets for that item) or turn into a random rare. Runewords are built in regular items that already have sockets, so they can't be corrupted. Corrupting a regular item is akin to using the socketing recipe on it, and can even be done with inferior/superior items.


 *  Regular Equipment
 * 50% chance to gain sockets (up to the maximum amount of sockets)
 * 50% chance to turn into a random rare


 * Other Equipment (Socketable)
 * 25% chance to gain sockets (1-3 for armor, 1-4 for one-handed weapons, 1-6 for two-handed weapons)
 * 50% chance to gain a modifier (24% low-rarity, 16% mid-rarity, 10% high-rarity)
 * 25% chance to turn into a random rare


 * Other Equipment (Unsocketable)
 * 75% chance to gain a modifier (36% low-rarity, 24% mid-rarity, 15% high-rarity)
 * 25% chance to turn into a random rare

For non-regular items, if the corruption result adds sockets, these are the odds for how many sockets may be added:
 * Armors (Helms, Chests, Shields) = 1-3 sockets (72% for 1, 20% for 2, 8% for 3)
 * Weapons (One-Handed) = 1-4 sockets (40% for 1, 32% for 2, 16% for 3, 12% for 4)
 * Weapons (Two-Handed) = 1-6 sockets (24% for 1, 22% for 2, 18% for 3, 16% for 4, 12% for 5, 8% for 6)

Socketable items can be further improved with the relatively uncommon Larzuk's Puzzlebox, which can be used to add 2-4 sockets to two-handed weapons or 1-2 sockets to other items. Larzuk's Puzzlepiece can be used the same way and is more common, but cannot be used with unique/set items.

In ideal circumstances, players can either aim for max-socket corruptions, or high-rarity corruptions with sockets added by puzzleboxes. High-rarity corruption modifiers are generally slightly stronger than 2 sockets on weapons or 1 socket on armors and are therefore best-in-slot for most scenarios, however more sockets allows for more customization.

Due to the value of puzzleboxes compared to worldstone shards, it's generally better to corrupt items before puzzleboxing them. Using a puzzlebox first will result in a higher chance to get a corruption modifier when corrupting (75% instead of 50%), but the chance to "brick" the item remains the same (25%) so the puzzlebox may be wasted.

Weapon Corruption Mods

Shield Corruption Mods

Chest Corruption Mods

Helm Corruption Mods

Boots Corruption Mods

Gloves Corruption Mods

Belt Corruption Mods

Ring Corruption Mods

Amulet Corruption Mods

Quiver Corruption Mods

Map Corruptions
Maps always gain a corruption modifier when corrupted. Corruption modifiers have 3 tiers (one for each map tier) and their ranges are listed in order.

Annihilus Corruptions
Tainted Worldstone Shard drops from Rathma and can be used to corrupt Annihilus, either adding a corruption modifier or turning it into a random magic small charm. The item also gains a cosmetic red tint.


 * Corruption modifier (20% chance per modifier)
 * +1 to All Skills
 * +[20-25] to Vitality and +[10-15] to Energy
 * All Resistances +[5-10]
 * +[3-5]% to Experience Gained
 * Turned into a random small charm (20% chance)