Corruptions: Difference between revisions

Removed page from translation
(general s6 changes & clarification)
(Removed page from translation)
Line 1:
<translate>
<!--T:1-->
[[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. 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.
<!--T:2-->
To use a Worldstone Shard, put it into the Horadric Cube with another item and press the Transmute button.
 
<!--T:3-->
There are also [[Corruptions#Annihilus_Corruptions|Tainted Worldstone Shards]] which are dropped by [[Monsters#Rathma|Rathma]] and can be used to corrupt [[Annihilus]].
 
<!--T:4-->
== Equipment Corruptions ==
Equipment items can gain sockets (if applicable), gain a corruption modifier, or turn into a random <span class="d2-yellow">rare</span>.
 
<!--T:5-->
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 havebe corruption modifierscorrupted. 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.
<!--T:6-->
<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.
 
<!--T:7-->
* ''<span class="d2-white">Regular</span> Equipment''
** 50% chance to gain sockets (up to the maximum amount of [[Item_Bases#Sockets|sockets]])
** 50% chance to turn into a random <span class="d2-yellow">rare</span>
 
<!--T:8-->
* ''Other Equipment (Socketable)''
** 25% chance to gain sockets (1-3 for armor, 1-4 for one-handed weapons, 1-6 for two-handed weapons)
Line 31 ⟶ 22:
** 25% chance to turn into a random <span class="d2-yellow">rare</span>
 
<!--T:9-->
* ''Other Equipment (Unsocketable)''
** 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>
 
<!--T:10-->
For non-regular items, if the corruption result adds sockets, these are the odds for how many sockets may be added:
* Armors (Helms, Chests, Shields) = 1-3 sockets <span style="color:gray;">''(72% for 1, 20% for 2, 8% for 3)''</span>
Line 43 ⟶ 32:
 
 
<!--T:11-->
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.
 
<!--T:12-->
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.
 
<!--T:13-->
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.
 
<!--T:14-->
<h3 style="border-bottom:0px;">Weapon Corruption Mods</h2>
{| class="wikitable wikitable-3col"
Line 78 ⟶ 63:
|}
 
<!--T:15-->
<h3 style="border-bottom:0px;">Shield Corruption Mods</h2>
{| class="wikitable wikitable-3col"
Line 100 ⟶ 84:
|}
 
<!--T:16-->
<h3 style="border-bottom:0px;">Chest Corruption Mods</h2>
{| class="wikitable wikitable-3col"
Line 122 ⟶ 105:
|}
 
<!--T:17-->
<h3 style="border-bottom:0px;">Helm Corruption Mods</h2>
{| class="wikitable wikitable-3col"
Line 144 ⟶ 126:
|}
 
<!--T:18-->
<h3 style="border-bottom:0px;">Boots Corruption Mods</h2>
{| class="wikitable wikitable-3col"
Line 166 ⟶ 147:
|}
 
<!--T:19-->
<h3 style="border-bottom:0px;">Gloves Corruption Mods</h2>
{| class="wikitable wikitable-3col"
Line 188 ⟶ 168:
|}
 
<!--T:20-->
<h3 style="border-bottom:0px;">Belt Corruption Mods</h2>
{| class="wikitable wikitable-3col"
Line 210 ⟶ 189:
|}
 
<!--T:21-->
<h3 style="border-bottom:0px;">Ring Corruption Mods</h2>
{| class="wikitable wikitable-3col"
Line 232 ⟶ 210:
|}
 
<!--T:22-->
<h3 style="border-bottom:0px;">Amulet Corruption Mods </h2>
{| class="wikitable wikitable-3col"
Line 254 ⟶ 231:
|}
 
<!--T:23-->
<h3 style="border-bottom:0px;">Quiver Corruption Mods </h2>
{| class="wikitable wikitable-3col"
Line 276 ⟶ 252:
|}
 
<!--T:24-->
== Map Corruptions ==
[[Maps]] always gain a corruption modifier when corrupted. Most corruptionCorruption modifiers have 3 tiers (one for each map tier) and their ranges are listed in order.
 
<!--T:25-->
{| class="wikitable wikitable-2col"
! <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>
Line 298 ⟶ 272:
| 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 gainsLevel +1increase Zoneby Level1 || || 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 || || || ||
|}
 
<!--T:26-->
== Annihilus Corruptions ==
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.
 
<!--T:27-->
* Corruption modifier (20% chance per modifier)
** +1 to All Skills
Line 318 ⟶ 290:
** +[3-5]% to Experience Gained
* Turned into a random small charm (20% chance)
</translate>