Mods
From Dungeon Defenders 2 Wiki
Mods provide passive effects and can be attached to Weapons, Armor, and Relics.
Contents
[hide]Overview
- The strength of a mod is determined by its two properties - quality and Chaos level.
- Legendary items have 3 mod slots, Mythical items have 2 mod slots, Epic and Powerful items have 1 mod slot, and Sturdy and Worn items have no mod slots.
- Legendary item drops come with 2 mods, Mythical and Epic item drops come with 1 mod, and all lower rarity drops come with no mods.
- Weapon and Armor mods have the "Chip" suffix whereas Relic mods have the "Servo" suffix.
- Certain items have locked mods that cannot be tinkered, though they can be rerolled.
- Hero-specific mods are added to the drop table if the Hero the mod is for is present as one of the 4 Heroes in your party. The Barbarian and the Gunwitch will add all Hero-specific mods to the drop table.
- If you wanted to obtain a mod specific to a hero such as Embermount Flames for the Lavamancer, putting the Lavamancer in your party is sufficient. Technically, removing all heroes other than the Lavamancer from your party would give you the best chances, but doing so only increases your chances by less than a tenth of a percent.
Quality
- The quality of a mod ranges from 1 to 10. The highest qualities (9 and 10) are significantly more powerful than the lower qualities (1 through 8). The lower qualities are very similar in power.
- The quality of a mod can be rerolled by using mod reroll tokens. If you are unable to reroll the quality to a 10 after 285 rerolls, you are guaranteed a 10 on your next reroll. The pity counter is universal and carries over between all mods, and the counter will reset if you reroll into a 10.
- If you do not receive a 10/10 mod after 1705 mod drops, your next mod is guaranteed to be 10/10 quality. Each mod that is not a 10/10 increases the counter by 1. This counter is separate from the reroll counter and resets if you receive a 10/10 mod drop.
- The mods on the items sold by the Blacksmith and the Relic Hunter will increase the counter, and it is possible for the guaranteed 10/10 to appear on an item sold by either of them.
Chaos Level
- The Chaos level of a mod ranges from Campaign to Chaos 8. Though Chaos 9 and 10 exist in the game, the Chaos level of a mod cannot go above Chaos 8.
- You may tinker a lower level mod onto a higher level item, but you may not tinker a higher level mod onto a lower level item. Tinkering a lower level mod onto a higher level item is almost always incredibly wasteful and highly discouraged.
- For example, you may tinker a Campaign mod onto a Chaos 5 item, but you may not tinker a Chaos 5 mod onto a Campaign item.
- The Chaos level of a mod can only be upgraded by upgrading the item the mod is attached to to the next Chaos tier. This may change in the future.
- The only way to decrease a mod's level is by resetting
Armor Mods
Mods for the 4 Gear Slots (Helmet, Chest, Gloves, and Boots), which have the Chip suffix. Their effects are additive between each Slot.
Relic Mods
Mods for defenses only. Most can be identified by the Servo suffix. Elemental Mods and Boom Mods can not be stacked on a single item. Multiple sources of Anti-Mods stack Additively (As long as the Enemies meet each Enemy Types).
Weapon Mods
Mods for the Weapon Slot Type, which have the Chip suffix. Elemental Mods and Boom Mods can not be stacked on a single item. Multiple sources of Anti-Mods stack Additively (As long as the Enemies meets the Enemy Types).
Trivia
- MODS officially stands for Magical Offensive/Defensive Subroutines.
- Some developers liked to call the quality of a mod "qualibean" in reference to the bean shaped quality indicator present on mods.