Tangledeep

Tangledeep

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gilrad Feb 5, 2018 @ 5:17am
Reverie orb mechanics?
I can't find this information anywhere and the game doesn't explain things very clearly.

1) What does paying gold when entering an item dream do exactly? Does it increase the item drops in the dream? Does it add mods to the item? I keep paying at 100% but nothing noticeble happens when I do it.

2) How many mods can you have on an item? I have a few "mod adding orbs" but I haven't gotten around to spending any of them because I don't want to brick any of my good items or waste them on bad items. What happens if you use one of those orbs on an item that's full on mods?

3) Can you add mods to legendary items?

4) How do skill-mod orbs work? It says the first one you use doesn't take up a mod slot. Does that mean if I use a second skill orb on an item the first orb is overwritten, or it fails to add the mod, or that I get both of them assuming the item has an extra magic mod space available?

Thanks.
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Showing 1-15 of 15 comments
zircon / Impact Gameworks  [developer] Feb 5, 2018 @ 8:23am 
The Dreamcaster itself provides info and explains (1), (2), and (4) if you talk to it -

1. Putting in gold affects the chance of getting a new magic mod on your item. Mods are things like "Toxic", "Deadly", "Gloom", etc.

2. You can have up to 5 mods on any item, not counting the basic inherent stuff the item does. For example, Running Shoes give you CT on move - that doesn't count as a mod. 2H weapons can have up to 8 mods. Also, you can remove/extract mods so don't worry too much.

3. Yes. Legendaries can get 5 more mods on top of what they already have, or 8 for 2H weapons.

4. You can put multiple skill orbs on the same item, but the 2nd, 3rd, 4th (etc) skill orbs take up a slot. They don't overwrite each other. Not much reason to do that though, when you could spread them out across your gear.
gilrad Feb 5, 2018 @ 2:21pm 
Thanks for the reply. Maybe there's a bug involved then, because I have certainly gone through multiple item dungeons with 100% gold thrown in with no new item mods showing up on the item. Or are you referring to getting a mod from a mod orb? Or are mod orbs always a 100% chance assuming there's space?
zircon / Impact Gameworks  [developer] Feb 5, 2018 @ 3:13pm 
Mod orbs are still not 100% unless you put the slider to 100%.

Are you sure the item wasn't already maxed out on mods? Are you 100% positive nothing new was added? If it's a Legendary or Set item, the name doesn't change.
vitrescible Feb 5, 2018 @ 3:27pm 
I have a pretty godly Greatsword right now. Item dream magic mod via reverie 100% slider gave +9% parry chance and +20% crit damage. The second run through the dream was really hard and used a bunch of resources. This magic Greatsword has 3 mods on it now (darkness + the 2 I just described). I think it can get another one -- plus the power boost -- so here's to run #3 not eating up all of my consumables. I am critting mobs for over 500 damage. Anyway, if you want a magic mod on the item don't run it until you can 100% the slider IMO.
Last edited by vitrescible; Feb 5, 2018 @ 3:28pm
gilrad Feb 5, 2018 @ 3:42pm 
Well I had a 98% chance on it so maybe I was just monumentally unlucky, but it still seems a bit odd.

Some other questions:
What does rarity signify? Is it just a measure of how many mods it has? Do mods improve with rarity? Am I better off taking a yellow item and filling it with mods that way or if I spend enough time and money, can I fill a white item with mods and end up with something just as powerful?

You can only upgrade an item three times. Does that mean I can only add three mods to an item? So legendary items can only have three mods total? Or can I go through the dream as many times as I want but the item just doesnt improve?
gilrad Feb 6, 2018 @ 6:30pm 
Still hoping for some help on some of these unanswered questions
zircon / Impact Gameworks  [developer] Feb 6, 2018 @ 7:14pm 
1. Rarity indicates the # of mods an item has, yes. Also, with each mod added, items get a bit more base 'power' of some kind, regardless of WHAT mods the items have.

2. Rarity doesn't influence mods at all, it's the other way around. An item's base RANK does indicate the quality of mods that can be added. Weak items will not get high level mods. "Rank" would be like a Knife vs. a Phoenix Fang.

3. Filling up a white item with 5 mods is the same as taking a 3-mod item and adding 2 mods, yes.

4. The "guaranteed upgrades" an item can get are different than the magic mod(s) can item can get. Like it says in the Dreamcaster readout, the "+++" type upgrades are *guaranteed* and require no gold. Magic mods are optional and do require gold for a chance at adding them.

To be clear, you can have up to three +++ upgrades, and up to 5 *mods* per item (or 8 for 2h items).

You can go into an item as much as you want, regardless.
gilrad Feb 6, 2018 @ 8:35pm 
Thanks for the clarification!
Shrapnel Apr 8, 2018 @ 1:27pm 
Quick question before I go ahead and ruin my item

[Harmonious Holy Symbol+ of Companions, Concentration, and Familiars]
25% chance to heal (3-7 + Level) HP when hit (Innate)
+8% corral pet damage and defense (Companions)
+20 Spirit (Harmonious)
+20 Discipline (Concentration)
+5 Energy, +5 Stamina (Enhancement bonus)
+10% summoned pet health, +5% summoned pet defense (Familiars)
+8 Core Stats (Rarity bonus?)

1. With the above item labelled as such, the modifiers are Harmonious, Companions, Concentration and Familiars. It's pretty perfect for my summoner and I don't want to ruin it. I can add one more modifier which will upgrade it to ++, and then what would happen if I do another Reverie orb?

2. I'm assuming I can use the 3rd orb without using any money to keep the modifiers?

3. If I did use another orb empowered with gold, would it overwrite one of the stats at random, or perhaps the most recent one?

4. I'm also assuming that the Innate effect when hit (which is light orange colour) doesn't count as a modifier?

5. I have a skill orb, would adding a skill effect count as a mod for the purpose of the above or is it separate?

Thanks for your help :)
Last edited by Shrapnel; Apr 8, 2018 @ 1:29pm
zircon / Impact Gameworks  [developer] Apr 8, 2018 @ 2:10pm 
1. Doing ANY item dream regardless of gold will upgrade the item to ++. You can go to +++ as well. You don't need to add mods to get the + upgrades.

2. Right, your modifiers will never be removed unless you go to "Modify Item" and spend resources to remove a mod.

3. Your mods can never be overwritten, only removed if you choose to do that.

4. Correct, the innate effect doesn't count.

5. The first Skill orb on an item doesn't count toward the cap of 5.
Shrapnel Apr 8, 2018 @ 2:38pm 
Perfect, thank you very much for the confirmation! My best bet is probably to do another gold run to add the final modifier and then add a skill to the item and then it's finished :)
thegrassyknoll Apr 11, 2018 @ 12:15pm 
Do any of the shops sell Orbs of Reverie?
zircon / Impact Gameworks  [developer] Apr 11, 2018 @ 1:21pm 
No, they drop exclusively from champion monsters.
Nemerosa Apr 29, 2018 @ 5:16am 
I have some questions about skill orbs and stealth :

- If I have several skill orbs for the same skill can their effect stack ?
- I tried to get some stealth gear to survive the insanity of item dreams but I would like to know how stealth works, say I have a +60% stealth bonus and three +15% stealth bonuses, how would they stack (if they even do) ? Does stealth even work on champions ?
zircon / Impact Gameworks  [developer] Apr 29, 2018 @ 6:30am 
1. No, having several of the same skill orb does not stack the effect.

2. Stealth works like this.

Stealth of 60% -> The chance of a monster becoming hostile is multiplied by 0.4 (i.e. 1 - 0.6).
If you have 3x 15% stealth mods, then it would be 0.4 * 0.85 * 0.85 * 0.85 =

24.5% chance of a monster becoming hostile instead of 100%.
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Date Posted: Feb 5, 2018 @ 5:17am
Posts: 15