* In order to be used, an item must be upgradable in rarity. A unique item is already unique and can therefore not be used with a Tainted Mythic Orb.
* In order to be used, an item must normal, magic, or rare, and also has at least one drop-anywhere unique variant. A unique item is already unique and can therefore not be used with a Tainted Mythic Orb.
* Tainted Mythic Orb can upgrade a corrupted item to unique rarity or destroy it.
* Tainted Mythic Orb can upgrade a corrupted item to unique rarity or destroy it.
* The created unique item will keep its base item e.g. [[Ruby Ring]] can upgrade into {{il|Emberwake}}
* The created unique item will keep its base item e.g. [[Ruby Ring]] can upgrade into {{il|Emberwake}}.
* Tainted Mythic Orbs can only create drop-anywhere uniques and will not create [[drop-restricted]] uniques.
* Tainted Mythic Orbs can only create drop-anywhere uniques and will not create [[drop-restricted]] uniques.
* Using Tainted Mythic Orb on [[Influenced item|influenced Item]] will keep the influence Symbol but lose the influence modifier, as a unique item does have specific modifiers.
* Using Tainted Mythic Orb on [[Influenced item|influenced Item]] will keep the influence Symbol but lose the influence modifier, as a unique item does have specific modifiers.
* The chance for success for a Tainted Mythic Orb will be dependent on the [[Guide:Analysis of unique item tiers|Unique tiers]] of the base. Bases with only rarer uniques are more likely to be destroyed. It has a baseline ~50% chance to destroy the item.
===Calculations===
# First, a baseline 50% chance to destroy the item is applied.
# If the item survives, a [[weight]] table is constructed with weights based on all possible unique outcomes based on [[Guide:Analysis of unique item tiers|unique rarity tier]].<br>If the weight sum is less than 2000, the remaining weight up to 2000 is considered chance to destroy the item.
# The chance for a specific outcome can then be calculated by dividing by the specific unique's weight by twice the weight sum.<br>If the weight sum is less than 2000, the chance for a specific outcome can be calculated by dividing the specific unique's weight by 4000.
** It will take approximately 13 Tainted Mythic Orbs to hit a Wilma's Requital.
* Chance for Galesight helmet: 50/4000 = 1.25%
** It will take approximately 80 Tainted Mythic Orbs to hit a Galesight or any other specific T2.
{{cob}}
{{cot|Example 2: Iron Staff|Example2}}
{{il|Iron Staff}}: {{il|Pillar of The Caged God}} (T5 - 2000), {{il|Realmshaper}} (T5 - 2000), {{il|Dying Breath}} (T5 - 2000)
* Weight Sum: 2000 + 2000 + 2000 = 6000.
* Destroy weight: 6000 (Weight sum >2000) = 6000
* Chance to destroy item: 6000/12000 = 50%
* Chance for Dying Breath: 2000/12000 = 16.67%
** It will take approximately 6 Tainted Mythic Orbs to hit a Dying Breath or any other specific T5.
{{cob}}
{{Item acquisition}}
{{Item acquisition}}
Revision as of 22:09, 12 October 2023
Tainted Mythic OrbStack Size: 20Unpredictably either upgrades a corrupted item to unique rarity or destroys itRight click this item then left click a corrupted item to apply it. Cannot apply to Maps. Shift click to unstack.
In order to be used, an item must normal, magic, or rare, and also has at least one drop-anywhere unique variant. A unique item is already unique and can therefore not be used with a Tainted Mythic Orb.
Tainted Mythic Orb can upgrade a corrupted item to unique rarity or destroy it.
The created unique item will keep its base item e.g. Ruby Ring can upgrade into EmberwakeEmberwake Ruby RingRequires Level 16+(20-30)% to Fire Resistance(30-40)% increased Fire Damage (5-10)% increased Cast Speed 10% chance to Ignite 40% less Burning Damage You can inflict an additional Ignite on an EnemyLeave the world in flames behind you..
Tainted Mythic Orbs can only create drop-anywhere uniques and will not create drop-restricted uniques.
Using Tainted Mythic Orb on influenced Item will keep the influence Symbol but lose the influence modifier, as a unique item does have specific modifiers.
Calculations
First, a baseline 50% chance to destroy the item is applied.
If the item survives, a weight table is constructed with weights based on all possible unique outcomes based on unique rarity tier. If the weight sum is less than 2000, the remaining weight up to 2000 is considered chance to destroy the item.
The chance for a specific outcome can then be calculated by dividing by the specific unique's weight by twice the weight sum. If the weight sum is less than 2000, the chance for a specific outcome can be calculated by dividing the specific unique's weight by 4000.
Respective tier weights
Tier
Weight
T0
1.5
T1
25
T2
50
T3
300
T4
1400
T5
2000
Examples
Example 1: Solaris Circlet ▾[Expand] ▾
Solaris CircletSolaris CircletEnergy Shield: (60-68)Requires Level 59, 122 Int: Wilma's RequitalWilma's Requital Solaris CircletEnergy Shield: (180-238)Requires Level 59, 122 Int+(300-500) to Accuracy Rating (200-250)% increased Energy Shield Increases and Reductions to Cast Speed apply to Attack Speed (20-30)% increased Elemental Damage with AttackSkills Ancestral BondBold and beautiful, a castaway, Hemmed and hawed, for her to stay Oh, what I'd give for one more day For she's the one that got away - Franklin (T3 - 300), GalesightGalesight Solaris CircletEnergy Shield: (204-258)Requires Level 59, 122 Int(240-280)% increased Energy Shield +(30-40)% to Cold Resistance (30-40)% increased Elemental Damage (25-50)% chance to inflict Brittle Cannot inflict Freeze or ChillSee creation as it will be, frozen and silent. (T2 - 50), FlamesightFlamesight Solaris CircletEnergy Shield: (204-258)Requires Level 59, 122 Int(240-280)% increased Energy Shield +(30-40)% to Fire Resistance (30-40)% increased Elemental Damage (25-50)% chance to Scorch Enemies Cannot inflict IgniteSee creation as it was, aflame and frantic. (T2 - 50), ThundersightThundersight Solaris CircletEnergy Shield: (204-258)Requires Level 59, 122 Int(240-280)% increased Energy Shield +(30-40)% to Lightning Resistance (30-40)% increased Elemental Damage (25-50)% chance to Sap Enemies Cannot inflict ShockSee creation as it is, energetic and storming. (T2 - 50)
It will take approximately 13 Tainted Mythic Orbs to hit a Wilma's Requital.
Chance for Galesight helmet: 50/4000 = 1.25%
It will take approximately 80 Tainted Mythic Orbs to hit a Galesight or any other specific T2.
Example 2: Iron Staff ▾[Expand] ▾
Iron StaffIron StaffWarstaff Physical Damage: 14-42 Critical Strike Chance: 6.40% Attacks per Second: 1.30 Weapon Range: 1.3 metresRequires Level 13, 27 Str, 27 Int+18% Chance to BlockAttack Damage while wielding a Staff: Pillar of the Caged GodPillar of the Caged God Iron StaffWarstaff Physical Damage: 14-42 Critical Strike Chance: 6.40% Attacks per Second: 1.30 Weapon Range: 1.3 metresRequires Level 13, 27 Str, 27 Int+18% Chance to BlockAttack Damage while wielding a Staff1% increased Area of Effect per 20 Intelligence 1% increased Attack Speed per 10 Dexterity 16% increased Physical Weapon Damage per 10 StrengthForged to rule the waves and tide Destined to serve the monkey's paw Strong as a tower of iron Deft as the needle doubt (T5 - 2000), RealmshaperRealmshaper Iron StaffWarstaff Physical Damage: 14-42 Elemental Damage: (10-15) to (20-25), (10-15) to (20-25) Critical Strike Chance: 6.40% Attacks per Second: 1.30 Weapon Range: 1.3 metresRequires Level 13, 27 Str, 27 Int+18% Chance to BlockAttack Damage while wielding a Staff+1 to Level of Socketed Fire Gems +1 to Level of Socketed Cold Gems Socketed Gems are Supported by Level 5 Cold to Fire Adds (10-15) to (20-25) Fire Damage Adds (10-15) to (20-25) Cold Damage (30-50)% increased Elemental Damage"God's creations always begin and end with flames and ice. We should count ourselves lucky when we see neither." - Archbishop Geofri (T5 - 2000), Dying BreathDying Breath Iron StaffWarstaff Physical Damage: 14-42 Critical Strike Chance: 6.40% Attacks per Second: 1.30 Weapon Range: 1.3 metresRequires Level 13, 27 Str, 27 Int+18% Chance to BlockAttack Damage while wielding a Staff18% increased Cast Speed 18% increased maximum Mana 18% increased Area of Effect of Aura Skills 18% increased Area of Effect of Hex Skills Nearby Enemies have 18% increased Effect of Curses on them Nearby allies gain 18% increased Damage 18% increased effect of Non-Curse Auras from your SkillsThe whispers of the dead Carry wisdom for the living, If you are willing to give your life To listen. (T5 - 2000)
Weight Sum: 2000 + 2000 + 2000 = 6000.
Destroy weight: 6000 (Weight sum >2000) = 6000
Chance to destroy item: 6000/12000 = 50%
Chance for Dying Breath: 2000/12000 = 16.67%
It will take approximately 6 Tainted Mythic Orbs to hit a Dying Breath or any other specific T5.
Improved the outcome odds for the Tainted Orb of FusingTainted Orb of FusingStack Size: 20Unpredictably adds or removes a link to the largest group of linked sockets on a corrupted itemRight click this item then left click a corrupted socketed item to apply it., Tainted Jeweller's OrbTainted Jeweller's OrbStack Size: 20Unpredictably adds or removes a socket on a corrupted itemRight click this item then left click a corrupted socketed item to apply it. and Tainted Mythic OrbTainted Mythic OrbStack Size: 20Unpredictably either upgrades a corrupted item to unique rarity or destroys itRight click this item then left click a corrupted item to apply it. Cannot apply to Maps..
Adjustments have been made to the outcome odds for the Tainted Orb of Fusing, Tainted Jeweller's Orb and Tainted Mythic Orb in order for these items to be suitable for core availability.
Unknown
It is no longer possible to upgrade a corruptedfractured item to a corrupted fractured unique item with random fractured modifier(s), preventing it from being modified (although technically it is currently impossible to do so anyway as it is already corrupted).[1]
The Tainted Mythic Orb can now unpredictably upgrade Corrupted items to Unique items even if their item level is lower than when it would normally be able to drop. Prior to this change, the orb would fail to apply to the item if there were no valid Unique items to upgrade to.