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Armors (Helms, Chests, Shields) = 1-3 sockets (72% for 1, 20% for 2, 8% for 3). 75% chance to gain a modifier (36% low-rarity, 24% mid-rarity, 15% high-rarity)įor non-regular items, if the corruption result adds sockets, these are the odds for how many sockets may be added:. 50% chance to gain a modifier (24% low-rarity, 16% mid-rarity, 10% high-rarity). 25% chance to gain sockets (1-3 for armor, 1-4 for one-handed weapons, 1-6 for two-handed weapons). 50% chance to gain sockets (up to the maximum amount of sockets). 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. Corrupting a regular item is akin to using the socketing recipe on it, and can even be done with inferior/superior items. Runewords are built in regular items that already have sockets, so they can't have corruption modifiers.
Regular items cannot gain corruption modifiers, but can gain sockets (up to the maximum amount of sockets for that item) or turn into a random rare. For example, an un-upgraded Vampire Gaze cannot gain more than 2 sockets because Grim Helm has a maximum of 2 sockets. The maximum sockets an item can get is always restricted by the item base.
Sockets can only be added to 0-socket items that are capable of gaining sockets: helms, chests, shields, and non-throwing weapons. Equipment items can gain sockets (if applicable), gain a corruption modifier, or turn into a random rare.