Corruptions: Difference between revisions

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[[File:worldstone_shard.png|right]]
[[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 ("bricked" item). Corrupted items cannot be corrupted again, but they can be modified by other recipes.
'''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. If it becomes a random rare ("bricked") item, it will also gain a corruption modifier as well as remaining ethereal if the original item was ethereal. 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.
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]].
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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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.
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.


<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.
<span class="d2-white">Regular</span> items 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 have corruption modifiers. 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 that cannot gain sockets is corrupted, it will still become a random rare 50% of the time - the other 50% will be effectively unchanged.


* ''<span class="d2-white">Regular</span> Equipment''
* ''<span class="d2-white">Regular</span> Equipment''
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== Map Corruptions ==
== 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.
[[Maps]] always gain a corruption modifier when corrupted. Most corruption modifiers have 3 tiers (one for each map tier) and their ranges are listed in order.


{| class="wikitable wikitable-2col"
{| 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 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 || || 60-80<br>80-100<br>100-120 || ||
| colspan="2" | Area gains Monster Density only || || 60-80<br>80-100<br>100-120 || ||
|-
|-
| colspan="2" | Area Level increase by 1 || || 15-20<br>20-25<br>25-30 || ||
| colspan="2" | Area gains +1 Zone Level || || 15-20<br>20-25<br>25-30 || ||
|-
|-
| colspan="2" | Area gains Monster Rarity || || || 30-40<br>40-50<br>50-60 ||
| 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 || || || ||
| colspan="2" | Monsters have 1% chance to drop additional jewelry & charms || || || ||