Asteroth wrote:
Before I add more mods can someone remind me of the max amount of mods you can have before the runes mods?
Runewords can have 7 mods in addition to the rune mods. I wouldn't recommend it, but you can use gems and jewels in runewords.
Each rune or gem can have 3 mods. Also, see below for an interesting bit.
Uniques can have 12 mods.
Set Items can have 9 mods and 10 partial-set mods (2 mods for each of up to 5 other set items)
Sets can have 8 mods and 10 partial-set mods (2 mods for each of 2 to 6 set items)
Cube-generated items (crafts, upgrades, etc) can have 5 mods added to them.
Gems and Runes are not saved the way regular items are, the game seems to generate them whenever you start a game. That means than if a patch changed gem stats, then you don't need to get new gems (their stats are updated). More interestingly, it means you can put mods on gems and runes that exceed the savebit limits found in itemstatcost.txt. In my test, I gave skulls +100 replenish life and some armor +100 replenish life. I spawned the armor via the cube, and found that it showed "+33 replenish life" due to the savebit limits, but it actually did heal at +100 replenish life for that game. When I exited and remade the game, the armor no longer healed at +100 replenish life (upon saving my items, the extra replenish life was truncated to the expected mod limits). I tossed some skulls into some 4os armor, and giggled at the +400 replenish life effect. When I exited and remade the game, the skulled armor still healed at +400 replenish life, rather than +132 (4 x 33).