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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.
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.
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?
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.
[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 :)
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.
- 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 ?
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%.