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HGL Cheats - Keep Weapon Effects Out of Item Range Reqs

Posted: January 28th, 2008, 8:12 pm
by senatorwulf
I found this today. Here is the problem.


Lets say you have a weapon you plan to use/upgrade? Its item level is 20.

It has a relic/fuel/etc slot.

You stick in a relic that has item level required=15-21.


Well you upgrade your favorite weapon in the nano forge. It now has item level 25.


Well as long as you dont remove(DEMOD) your relic/fuel/etc from the item(even though it is now out of the 15-21 item range) your weapon will keep the effects.


This can be useful if you have a very nice legandary relic or w/e and dont have anything to replace it with.

Posted: January 29th, 2008, 12:12 pm
by Tault_admin
Can members say yay or nay to this being moved to a confirmed section.

Posted: January 29th, 2008, 8:49 pm
by drewts86
I will will check this out tonight or tomorrow night.

I do know that the mod will stay attached to the weapon, but I am not sure that the mod will still work.

Posted: January 30th, 2008, 9:19 am
by tault_eq_muse
Didn't work under 0.7, will check now though.
P!ssed me off to no end, I wondered why I lost two elemental damage types when I jumped my rifle 4 levels. *lol*

Posted: January 30th, 2008, 12:26 pm
by basik19
Im pretty sure that it doesnt keep the effect. It looks like its still on there but doesnt actually apply whatever the mod is. Ive tested this in .7 a bit with my evoker using fire damage to see if i ever ignited something with Arch Legion, and it never did because my +fire damamge i had was too low for the actual focus item i had.

Posted: January 30th, 2008, 3:50 pm
by Tault_admin
Damn that sucks. Any luck for anyone else?

Posted: January 31st, 2008, 9:02 pm
by senatorwulf
my experience(i haven't tested this in like 2 months?) was it showed up as red in your item, but kept the effect.

Like my weapon with % nova chance relic was still procing.



i'll post a pic maybe later? Its of 2-3 guys talking in chat about it. Took it yesterday out of surprise.

Posted: February 3rd, 2008, 10:17 pm
by tault_eq_muse
In 0.7 MP this didn't work, but currently (1.1), I was able to upgrade, see the mod red-texted, and it still worked. Sonuvagun!

I'm trying to cycle the mini-game to test and see if it works only for a single upgrade, or multiple.

Posted: February 4th, 2008, 9:29 am
by Tault_admin
SO wait muse works in sp but not mp?

Posted: February 4th, 2008, 4:39 pm
by tault_eq_muse
I only tested in MP (both times) -- currently works to upgrade *once*, and I'm trying to get the stupid minigame to cycle to electric or physical again, so I can see if you can upgrade more than once, and have it still work.

I'm giving it a guarded YAY, 'cause even once is a little useful, and will try to confirm you can upgrade repeatedly, and still have it work (which would be a good YAY, if you have uber mods (Master Battery and a pile of oranges in your sniper or rocket launcher, for example).

Posted: February 5th, 2008, 12:22 pm
by Tault_admin
K moving to confirmed and 500 points granted. Keep us updated muse :)

Posted: February 6th, 2008, 10:45 am
by tault_eq_muse
Just to follow up: the mini-game finally cooperated, and I was still getting the mod effect with the weapon 10 levels above the mod's max (i.e.: L12 weapon, L22 mod, still working).

Posted: February 24th, 2008, 9:11 pm
by senatorwulf
so, did i give incorrect info or was something i said wrong?

Posted: February 25th, 2008, 6:26 pm
by Tault_admin
whoops points granted now.