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Void Orb

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.

OutcomeChanceWhat happens
Nothing else28%Nothing else: the item is only locked against every orb.
A tier up20%One random unbound modifier rises one tier (never past T8). If it cannot happen: an implicit.
An implicit20%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 socket7%One socket more, up to 3, past the limit of the item's kind and rarity. If it cannot happen: an implicit.
A reroll8%Every unbound modifier rolls a new tier (by item level) and value: better or worse. If it cannot happen: nothing else.
A rarity up4%One rarity up (Rare to Legendary, Legendary to Divine) and 1 modifier more. If it cannot happen: an implicit.
A tier loss5%The downside: one random unbound modifier falls 2 tiers (not below T1). If it cannot happen: nothing else.

Sources

SourceHow
Monster dropsPer 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.
SalvageCombine 125 rune shards into one at the crafting bench.
Void ShardsCombine 1,000 Void Shards into one at the crafting bench (Salvage tab; Ctrl+click: up to 10).
Salvage bonusSalvaging gear with a rarity sometimes gives a whole orb (0.5%-3% per item by rarity); 0.7% of those are this one.