Corruptions: Difference between revisions

clarifications, new category for list of equipment corruption modifiers
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(clarifications, new category for list of equipment corruption modifiers)
 
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[[File:worldstone_shard.png|right]]
'''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 <span class="d2-yellow">rare</span> of the same type. Maps will only gain a ("bricked"corruption item)modifier. Corrupted items cannot be corrupted again, but they can be modified by nearly all 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 [[Corruptions#Annihilus_Corruptions|Tainted Worldstone Shards]] which are dropped by [[Monsters#Rathma|Rathma]] and can be used to corrupt [[Annihilus]].
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Equipment items can gain sockets (if applicable), gain a corruption modifier, or turn into a random <span class="d2-yellow">rare</span>.
 
<span class="d2-white">Regular</span> items (<spancan class="d2-gray">ethereal</span>only orbe non-<spancorrupted class="d2-gray">ethereal</span>)if they don't have sockets, and they cannot gain corruption modifiers, butother than sockets - they can either gain sockets (up to the maximum amount of sockets for that item) or turn into a random <span class="d2-yellow">rare</span>. 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 [[Recipes#Socketing_Recipes|socketing recipe]] on it, and can even be done with inferior/superior items. If a regular item which cannot gain sockets (e.g. a throwing weapon) is corrupted, it will still become a random rare 50% of the time - the other 50% will be effectively unchanged.
Sockets can only be added to 0-socket items that are capable of gaining sockets: helms, chests, shields, and non-throwing weapons. The [[Item_Bases#Sockets|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.
 
Runewords are regular items which already have sockets, so they can't have other corruption modifiers. Runewords with the "corrupted" tag were simply made with corrupted regular items.
<span class="d2-white">Regular</span> items (<span class="d2-gray">ethereal</span> or non-<span class="d2-gray">ethereal</span>) cannot gain corruption modifiers, but can gain sockets (up to the maximum amount of sockets for that item) or turn into a random <span class="d2-yellow">rare</span>. 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 [[Recipes#Socketing_Recipes|socketing recipe]] on it, and can even be done with inferior/superior items.
 
If the corrupted item becomes a random <span class="d2-yellow">rare</span>, it will be corrupted with either sockets or a corruption modifier in addition to its normal attributes. If the original item was ethereal, the item it becomes will also be ethereal. Corrupted items cannot be corrupted again, but they can be modified by nearly all other [[recipes]].
 
Sockets can only be added to 0-socket items thatwhich are capable of gaining sockets: helms, chests, shields, and non-throwing weapons. TheAdditionally, the [[Item_Bases#Sockets|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.
 
* ''<span class="d2-white">Regular</span> Equipment''
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** 50% chance to turn into a random <span class="d2-yellow">rare</span>
 
* ''Other Equipment (Socketableif capable of gaining sockets)''
** 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 <span class="d2-yellow">rare</span>
 
* ''Other Equipment (Unsocketableif incapable of gaining sockets)''
** 75% chance to gain a modifier (36% low-rarity, 24% mid-rarity, 15% high-rarity)
** 25% chance to turn into a random <span class="d2-yellow">rare</span>
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SocketableIf itemsan item can begain furthersockets improvedand withdoesn't thegain them via corrupting, it can still gain sockets in other ways. 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.
 
== Equipment Corruption Modifiers ==
 
<h3 style="border-bottom:0px;">Weapon Corruption Mods</h2>
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| [20-30]% Better Chance of Getting Magic Items || [3-5]% Life Stolen per Hit || All Resistances +[15-20]
|-
| RegenerateReplenish ManaLife +[1510-2520]% || [3-5]% Mana Stolen per Hit || Physical Damage Taken Reduced by [4-6]%
|-
| Fire Resist +[30-35]% || Increase Maximum Life [4-6]% || +[4-5]% to Maximum Fire Resist <br> Fire Resist +15%
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== Map Corruptions ==
[[Maps]] always gain a corruption modifier when corrupted. CorruptionMost corruption modifiers have 3 tiers (one for each map tier) and their ranges are listed in order.
 
{| class="wikitable wikitable-2col"
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| colspan="2" | Area gains Magic And Gold Find || || || 10-15<br>15-20<br>20-25 || 50<br>75<br>100 <!-- Note: sometimes the rolls for MF and GF seem to be wildy different, and even outside of these ranges (e.g. +54% MF and +129% GF) -->
|-
| colspan="2" | Area gains Monster Density only || || 60-80<br>80-100<br>100-120 || ||
|-
| colspan="2" | Area Levelgains increase+1 byZone 1Level || || 15-20<br>20-25<br>25-30 || ||
|-
| colspan="2" | Area gains Monster Rarity only || || || 30-40<br>40-50<br>50-60 ||
|-
| colspan="2" | Monsters have 1% chance to drop additional jewelry & charms || || || ||
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** All Resistances +[5-10]
** +[3-5]% to Experience Gained
* Turned into a random magic small charm (20% chance)