Click me. Love me.
The Blues keep answering questions about Kanai’s Cube, and so far they’ve filled in most of the details. The main issue (which people are still posting questions about) is that you can obtain the orange text legendary property from items via the cube, but 3 of them at once, and only 1 each from jewelry, armor, and weapon/off-hand. You can not get the orange bonus from 2 pieces of armor at once, 2 weapons at once, etc, and it’s just the orange bonus; you don’t get credit towards item sets by putting one item in, etc.
A few new replies from Travis Day on B.net this morning:
Does this mean that the cube will store every item sacrificed to it and you choose from a drop down list what passive you’d like to use? If so, the stash saving applications for this item are incredible and the ability to find a usable ancient weapon for your class / spec has effectively doubled.
Travis: The primary function of the cube is to serve as a collection system to allow you to accumulate powers from items and then assign the powers you want to use. This has a lot of benefits one of which is hopefully to help free up some of that stash space that players, like me, are using to save cool items “just in case”. Now instead of keeping 1 of every cool item in my stash you can simply extract its power for later use.
Anytime you extract a power from an item it is added to your collection of powers. You can enabled any power you have ever extracted, within each specific game type. To assign powers you will access the cube in town and from there are able to allocate whatever power you like based on the 1 Weapon, 1 Armor, 1 Jewelry rule of the cube.
I’m really excited to see what kind of awesome builds everyone comes up with now that they have far more options at their disposal!
Ancestor’s Grace can’t be extracted into the cube and it is not a season only feature.
So now, I’m wondering how the game will track Legendary abilities that have roll ranges? Store all the ranges you’ve melted down? Over-write with the best one?
Travis Day: Powers that are extracted into the cube are extracted at their maximum power.
I’m surprised at the loss of RNG by just extracting powers at their maximum range. Some items have a huge range of values, and I figured we’d be hunting perfect rolls in our legs to put the best possible value into the Cube.
As for Ancestor’s Grace, that’s not unexpected, but a bit lame. On the podcast last night we had fun joking about how HC players could hoard that amulet and then keep feeding new ones into the Cube every time they died. Like candy! Hardcore LifeSavers! Oh well…
One question I’ve yet to see anyone ask or reply to. What about Twinking? Are powers you’ve already added to the Cube available to a brand new level 1 character? Do they enable at preset levels like passives at 10, 20, 30, 70? Do they preserve the level req of the item you fed into the Cube (i.e. if you find a Calamity at level 42, that’s the level req when you could enable it on a new char via the Cube.) Personally, I’d say just make them available at level 70 as this is an endgame feature — on the other hand, having them from level 1 would make twinking pretty fun.
There have been dozens of other Blue replies to questions about Kanai’s Cube posted in B.net comments, B.net forums, Twitter, and elsewhere, and if you want to know it all, you need to read them all. We’ve been collecting them in our original Patch 2.3 article with most of these, but as that post is several down the page by now, here’s the full reprint.
Click through for dozens of additional info tidbits about everyone’s favorite new Reaper of Souls artifact-object.
Read More & Comment »