We received quite some feedback on our new Remodeling feature. In this article, we provide more information and a how-to.
What is Remodeling?
It's time to customize your weapons and armor through our new feature - Equipment Remodeling! You can regenerate the traits on your equipment once you have unlocked them.
How does it work?
- Remodeling allows you to modify the traits of a weapon or armor, randomly regenerating a new trait, as well as newly randomized values.
- You can start Equipment Remodeling by tapping one of the traits on your equipment that has all Traits unlocked.
- Your current amount of Gold and Weapon Modification Tokens can be found at the bottom of the screen after tapping the Trait you want to Remodel.
- For each attempt, one trait will be randomly rerolled, with 2 new traits being generated. You can choose between the 2 new traits or just keep the original one.
- Once you click 'Transform', you agree to the costs for the transformation. For Apocalypse gear, using Equipment Remodeling results in higher quality traits according to Apocalypse Breakthrough. Information on Breakthrough can be found by clicking the link.
Costs
- Using Equipment Remodeling requires 50 Weapon Modification Tokens, which currently can be obtained by playing Challenge (10 at 2150 stars, 20 at 3534 stars, and 20 at 5014 stars), from Bundles, and sometimes through the Seven-Day Login Rewards. Also, 10 Gold is necessary.
- When you lack a few Weapon Modification Tokens, you can choose to get the remaining Tokens for 20 Gold per Token by clicking the big red checkmark saying “Lacking Remodel Tokens? Use checkbox to get missing tokens for 20 Gold each (50 max)”. The table below shows you examples per 5 missed tokens, to give you a quick impression of the ‘Gold to Weapon Modification Token’ ratio.
- Please note that your selection for the checkbox is saved; when it’s turned off, it won’t be turned on until you check it again, even when you restart your game.
Available Traits
You can check out the currently available weapon- and armor traits in the tables below, including random value range and notes.
Weapons
Armor
Different pools
We are aware that some of you like to add to the community by making guides and wikis, and we greatly appreciate that. One page on TWD: No Man’s Land unofficial Wiki mentions all the different traits, and which one can pop up on random equipment per class based on their research.
Our Remodeling feature might spread some confusion this way. While the various Traits listed on this unofficial Wiki might still apply to random equipment, Remodeling allows you to have some Traits on slots where you’re not used to seeing them when randomly obtaining them.
The table below shows the differences between the randomized equipment trait pool and the Remodeling trait pool.
Notes and Restrictions
Please note
- New traits can't be any trait you already have in another Trait slot
- When certain equipment is released into the game with a unique Trait that normally isn’t available for their class, rerolling this Trait won’t make it possible to reroll it back. Example: Blazeguard+ was launched with High Powered. High Powered normally isn’t on Hunter weapons, so rerolling High Powered means that you can’t roll back to High Powered later. The same goes for the Decimator with Incendiary.
- Special Functionalities can sometimes make a Trait less desirable, for example, Burazi’s Stop Sign Spear, which has the rule that non-body shots stun for an additional turn. Concussion on this weapon wouldn’t give enemies a 3-turn stun.
- Special Functionalities and Infused Traits aren’t Trait slots. Therefore, if for example an armor has ‘Lucky’ as a Special Functionality, it’s possible to roll another Lucky Trait. We recommend against choosing the same Trait, as most double Traits won’t stack.
- We are aware that some Traits are capped, and that our values allow you to go above them (for example: Stun Resistance). See 'Future' below.
As listed in tables
- ‘High Powered’ and ‘Wide Spread’ can’t be rolled on a weapon while one of the two is already attached to the weapon.
- Wide Spread and Large Caliber are part of the Hunter pool. Large Caliber is mainly useful for weapons that shoot in a straight line (example: sniper rifles), while Wide Spread is mainly useful for weapons that shoot in a cone (example: shotguns). While you can select the traits on each weapon, they won’t function as you think they would.
- Large Caliber doesn't work on weapons with cone-shaped attacks.
- Wide Spread doesn't work on weapons without cone-shaped attacks (see description in image below, stating that Wide Spread widens the cone; it needs cone-shaped attacks to function)
- Wide Arc doesn't work on weapons without arc-shaped attacks
Future
In future updates, we will adjust the Traits available in the pools based on future level designs and equipment designs. We are also designing ways for Traits that are currently capped to be useful above its cap, but we can't give any details on that at this moment. While the Trait pool might not be left unchanged, we will never take away equipment that has been modified. Changes to the Trait pool will be communicated.