Corruptions:修订间差异

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删除315字节 、​ 2023年1月20日 (星期五)
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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 ("bricked" item). 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. 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. For maps, press the button twice.


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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]].


== Equipment Corruptions == <!--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>.
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.
<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> Equipment''
* ''<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 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>
** 50% chance to turn into a random <span class="d2-yellow">rare</span>


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* ''Other Equipment (Socketable)''
* ''Other Equipment (Socketable)''
** 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)''
** 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)
** 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:
* 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 == <!--T:24-->
== 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. 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"
! <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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== Annihilus Corruptions == <!--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.
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)
** +1 to All Skills
** +1 to All Skills

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