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Vengeance

Vengeance adds one property to a piece of gear you already own, or raises the number on a property it already carries. The item keeps everything it had.

An item carries one vengeance outcome at a time. Rolling again on the same item first undoes the previous outcome, then applies the new one.

A vengeful item counts one tier higher than its colour - see item sets, where the tier decides what a set gives you. A vengeful legendary is tier 6, the highest tier, and its name turns crimson.

What it costs

Tier of the itemEpic tokens for the first roll
150
2100
3200
4500
51,000

Each roll costs 1% of the first roll's price more than the roll before it. The 100th roll costs 199% of the first.

The first vengeance on an item also consumes another copy of it, which is destroyed. Every roll after that costs tokens only.

An item can be rolled 100 times in its life, and no more.

GTS crafted gear cannot be made vengeful. Masterful is its equivalent instead.

What you get

Each roll draws from one of 5 bands - Common, Uncommon, Rare, Epic and Mythic - and the chance of each depends on the tier. Nothing is barred by tier: a weak item can roll Mythic, and a strong one can roll Common. The exact chances, and every property each band holds, are on vengeance odds.

The band a roll reports is the property and its number together, not the property alone.

  • A number in the top quarter of its range: +1 band over the property's own.
  • A number that comes up on fewer than 2% of that property's rolls: +2 bands.
  • A number that comes up on fewer than 1% of that property's rolls: +3 bands.
  • Mythic is the highest band.

A common property rolled at the top of its range is reported in the higher band, and a batch stops on it.

A roll can also improve a property the item already has instead of adding a new one. Those outcomes take 35% of the pool between them, shared out across whatever the item can still improve.

Every property that carries a number has a floor as well as a ceiling for the tier. Within that range the floor is the most common result, and each step above it is rarer than the one below.

A property whose numbers would all be below the floor at a tier is not offered at that tier.

A roll never hands back what it just replaced. If a draw comes up with the same property at the same number the item was already carrying, it is drawn again. The redraw costs nothing.

Damage reduction is limited by the enhancement level needed to get past it. The harder it is to bypass, the less it may soak: +8 soaks at most 20, +9 at most 10, and +10 at most 5. Requirements of +7 and below take the full range for the tier.

An on-hit or on-crit spell from a legendary item improves by +1 caster level per roll, from whatever level the item carries, up to the tier's ceiling.

The pick, and the pity

You may name one outcome you are chasing, per item.

Every roll that misses your pick makes it more likely next time:

  • Each miss adds +50% of the pick's original chance.
  • The chance stops growing at 5 times the original chance.
  • The pick never takes more than 50% of a single roll.

The pick and its misses are kept on the item.

Rolling in batches

You can queue several rolls at once. A batch stops early when a roll reaches the band in this table for the tier of the item, even when it is not what you picked. You can turn that off.

Tier of the itemA batch stops on
1Rare or better
2 - 3Epic or better
4 - 5Mythic

Socketable items

A vengeful socketable gets +1 socket instead of a rolled property. The item's level requirement does not change.

See also