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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 |
'''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. |
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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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== Equipment Corruptions == |
== Equipment Corruptions == |
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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>. |
Equipment items can gain sockets (if applicable), gain a corruption modifier, or turn into a random <span class="d2-yellow">rare</span>. |
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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. |
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⚫ | <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. |
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⚫ | <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 |
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* ''<span class="d2-white">Regular</span> Equipment'' |
* ''<span class="d2-white">Regular</span> Equipment'' |
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** 50% chance to gain sockets (up to the maximum amount of [[Item_Bases#Sockets|sockets]]) |
** 50% chance to gain sockets (up to the maximum amount of [[Item_Bases#Sockets|sockets]]) |
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** 50% chance to turn into a random <span class="d2-yellow">rare</span> |
** 50% chance to turn into a random <span class="d2-yellow">rare</span> |
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* ''Other Equipment (Socketable)'' |
* ''Other Equipment (Socketable)'' |
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** 25% chance to gain sockets (1-3 for armor, 1-4 for one-handed weapons, 1-6 for two-handed weapons) |
** 25% chance to gain sockets (1-3 for armor, 1-4 for one-handed weapons, 1-6 for two-handed weapons) |
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** 25% chance to turn into a random <span class="d2-yellow">rare</span> |
** 25% chance to turn into a random <span class="d2-yellow">rare</span> |
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* ''Other Equipment (Unsocketable)'' |
* ''Other Equipment (Unsocketable)'' |
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** 75% chance to gain a modifier (36% low-rarity, 24% mid-rarity, 15% high-rarity) |
** 75% chance to gain a modifier (36% low-rarity, 24% mid-rarity, 15% high-rarity) |
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** 25% chance to turn into a random <span class="d2-yellow">rare</span> |
** 25% chance to turn into a random <span class="d2-yellow">rare</span> |
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For non-regular items, if the corruption result adds sockets, these are the odds for how many sockets may be added: |
For non-regular items, if the corruption result adds sockets, these are the odds for how many sockets may be added: |
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* Armors (Helms, Chests, Shields) = 1-3 sockets <span style="color:gray;">''(72% for 1, 20% for 2, 8% for 3)''</span> |
* Armors (Helms, Chests, Shields) = 1-3 sockets <span style="color:gray;">''(72% for 1, 20% for 2, 8% for 3)''</span> |
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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. |
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. |
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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. |
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. |
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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. |
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. |
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<h3 style="border-bottom:0px;">Weapon Corruption Mods</h2> |
<h3 style="border-bottom:0px;">Weapon Corruption Mods</h2> |
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<h3 style="border-bottom:0px;">Shield Corruption Mods</h2> |
<h3 style="border-bottom:0px;">Shield Corruption Mods</h2> |
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<h3 style="border-bottom:0px;">Chest Corruption Mods</h2> |
<h3 style="border-bottom:0px;">Chest Corruption Mods</h2> |
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<h3 style="border-bottom:0px;">Helm Corruption Mods</h2> |
<h3 style="border-bottom:0px;">Helm Corruption Mods</h2> |
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<h3 style="border-bottom:0px;">Boots Corruption Mods</h2> |
<h3 style="border-bottom:0px;">Boots Corruption Mods</h2> |
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<h3 style="border-bottom:0px;">Gloves Corruption Mods</h2> |
<h3 style="border-bottom:0px;">Gloves Corruption Mods</h2> |
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<h3 style="border-bottom:0px;">Belt Corruption Mods</h2> |
<h3 style="border-bottom:0px;">Belt Corruption Mods</h2> |
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<h3 style="border-bottom:0px;">Ring Corruption Mods</h2> |
<h3 style="border-bottom:0px;">Ring Corruption Mods</h2> |
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<h3 style="border-bottom:0px;">Amulet Corruption Mods </h2> |
<h3 style="border-bottom:0px;">Amulet Corruption Mods </h2> |
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<h3 style="border-bottom:0px;">Quiver Corruption Mods </h2> |
<h3 style="border-bottom:0px;">Quiver Corruption Mods </h2> |
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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. Corruption modifiers have 3 tiers (one for each map tier) and their ranges are listed in order. |
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{| class="wikitable wikitable-2col" |
{| class="wikitable wikitable-2col" |
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! <span style="color:#F9C666;">Corruption Modifiers</span> !! <span style="color:#F9C666">Range</span> !! <span style="color:#F9C666">Exp</span> !! <span style="color:#F9C666">Density</span> !! <span style="color:#F9C666">Rarity</span> !! <span style="color:#F9C666">MF/GF</span> |
! <span style="color:#F9C666;">Corruption Modifiers</span> !! <span style="color:#F9C666">Range</span> !! <span style="color:#F9C666">Exp</span> !! <span style="color:#F9C666">Density</span> !! <span style="color:#F9C666">Rarity</span> !! <span style="color:#F9C666">MF/GF</span> |
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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 |
| colspan="2" | Area gains Monster Density || || 60-80<br>80-100<br>100-120 || || |
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| colspan="2" | Area |
| colspan="2" | Area Level increase by 1 || || 15-20<br>20-25<br>25-30 || || |
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| colspan="2" | Area gains Monster Rarity |
| colspan="2" | Area gains Monster Rarity || || || 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 || || || || |
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== Annihilus Corruptions == |
== Annihilus Corruptions == |
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Tainted Worldstone Shard drops from [[Monsters#Rathma|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. |
Tainted Worldstone Shard drops from [[Monsters#Rathma|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. |
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* Corruption modifier (20% chance per modifier) |
* Corruption modifier (20% chance per modifier) |
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** +1 to All Skills |
** +1 to All Skills |
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** +[3-5]% to Experience Gained |
** +[3-5]% to Experience Gained |
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* Turned into a random small charm (20% chance) |
* Turned into a random small charm (20% chance) |
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