Corruptions: Difference between revisions
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[[File:worldstone_shard.png|right]] |
[[File:worldstone_shard.png|right]] |
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'''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 |
'''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]]. |
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To use a Worldstone Shard, put it into the Horadric Cube with another item and press the Transmute button |
To use a Worldstone Shard, put it into the Horadric Cube with another item and press the Transmute button. |
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<span class="d2-white">Regular</span> 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. |
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== Map Corruptions == |
== Map Corruptions == |
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[[Maps]] always gain a corruption modifier when corrupted. |
[[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. |
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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) --> |
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| 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 || || |
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| colspan="2" | Area |
| colspan="2" | Area gains +1 Zone Level || || 15-20<br>20-25<br>25-30 || || |
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| 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 || |
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| colspan="2" | Monsters have 1% chance to drop additional jewelry & charms || || || || |
| colspan="2" | Monsters have 1% chance to drop additional jewelry & charms || || || || |