Corruptions: Difference between revisions
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
To use a Worldstone Shard, put it into the Horadric Cube with another item and press the Transmute button
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
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
* ''<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 (
** 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 (
** 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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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]
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| 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.
{| 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) -->
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| colspan="2" | Area gains Monster Density only || || 60-80<br>80-100<br>100-120 || ||
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| colspan="2" | Area
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| colspan="2" | Area gains Monster Rarity only || || || 30-40<br>40-50<br>50-60 ||
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| 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)
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