
Void Orb
Corrupts a Rare or better item for good: no orb can change it afterwards. Then 28% nothing else happens, 20% a modifier rises one tier, 20% a corrupted implicit modifier, 8% quality 30%, 7% one more socket (up to 3), 8% every modifier rolls again, 4% one rarity up (up to Divine), 5% a modifier falls 2 tiers.
What it does
Corrupts a Rare or better item for good: no orb can change it afterwards. Then 28% nothing else happens, 20% a modifier rises one tier, 20% a corrupted implicit modifier, 8% quality 30%, 7% one more socket (up to 3), 8% every modifier rolls again, 4% one rarity up (up to Divine), 5% a modifier falls 2 tiers.
Rules
Only a Rare or better item that is not locked, not a store item and not corrupted yet. A corrupted item can never be changed by an orb again (it can still be worn, sold, stashed and salvaged).
Uniques, ruined and corrupted items and stacks are refused; the crafting bench shows what an orb would do before you use it.
Used directly: Use with on the orb, then click the item.
Outcomes
The item is corrupted first, then one outcome is rolled. Corrupted implicits by kind: Weapon: Damage to Elites and Bosses, Attack Speed, Execute, Physical Penetration, Elemental Penetration; Shield: Block Chance, Reflect Damage, Damage Taken from Monsters; Armour: Damage Taken from Monsters, Reflect Damage, Health Regeneration, Thorns; Helmet: Damage Taken from Monsters, Cooldown Reduction, Mana Cost Reduction; Legs: Damage Taken from Monsters, Thorns, Dodge; Boots: Movement Speed, Dodge; Jewel: Damage to Elites and Bosses, Cooldown Reduction, Mana Cost Reduction, Experience; Other: Damage over Time, Dodge, Cooldown Reduction; Quiver: Damage to Elites and Bosses, Physical Penetration, Elemental Penetration.
| Outcome | Chance | What happens |
|---|---|---|
| Nothing else | 28% | Nothing else: the item is only locked against every orb. |
| A tier up | 20% | One random unbound modifier rises one tier (never past T8). If it cannot happen: an implicit. |
| An implicit | 20% | A corrupted implicit modifier of the item's kind at T7 or better; it takes no prefix or suffix slot. If it cannot happen: a tier up. |
| Quality 30% | 8% | Quality becomes 30%, above the 20% cap of Rare and Legendary. If it cannot happen: an implicit. |
| A socket | 7% | One socket more, up to 3, past the limit of the item's kind and rarity. If it cannot happen: an implicit. |
| A reroll | 8% | Every unbound modifier rolls a new tier (by item level) and value: better or worse. If it cannot happen: nothing else. |
| A rarity up | 4% | One rarity up (Rare to Legendary, Legendary to Divine) and 1 modifier more. If it cannot happen: an implicit. |
| A tier loss | 5% | The downside: one random unbound modifier falls 2 tiers (not below T1). If it cannot happen: nothing else. |
Sources
| Source | How |
|---|---|
| Monster drops | Per kill by monster tier: Normal 0.01%, Magic 0.03%, Rare 0.08%, Legendary 1.6%, Boss 3.2%; 1 at a time. Legendary monsters and bosses also drop one guaranteed currency item, this one 0.9% of the time. |
| Salvage | Combine 125 rune shards into one at the crafting bench. |
| Void Shards | Combine 1,000 Void Shards into one at the crafting bench (Salvage tab; Ctrl+click: up to 10). |
| Salvage bonus | Salvaging gear with a rarity sometimes gives a whole orb (0.5%-3% per item by rarity); 0.7% of those are this one. |