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Vengeance

Vengeance adds a property to a piece of gear you already own, and it can be done again and again on the same piece. The item keeps everything it had; what you are buying is one more line on it, or a better number on a line it already carries.

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

What it costs

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

Every roll after the first costs 1% more than the last, so the hundredth is about twice the price of the first.

The first vengeance on an item also consumes another copy of it, which is destroyed. Two copies in, one out. Every roll after that is tokens only.

An item can be rolled 100 times in its life, and no more. That budget is what makes the common outcomes a matter of patience and the rarest ones a gamble you can lose.

GTS crafted gear cannot be made vengeful - masterful is its ladder instead.

What you get

Each roll draws from one of five 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.

A roll can also improve a property the item already has rather than adding a new one. Those outcomes take a little over a third 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, so a high tier cannot hand you a contemptible version of a good property. Within that range the low end is the ordinary result and the top of the range is the prize.

A property whose numbers would all be below the floor at a tier is simply not offered at that tier. That is the whole of how the strongest properties stay out of reach of weak items.

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 half of its own weight to it, and the effect stops growing at five times the original chance. Missing does not make the pick certain - it makes it likelier, and the budget of 100 rolls is still the ceiling.

Rolling in batches

You can queue several rolls at once. A batch stops early when it turns up something genuinely rare for the tier of item you are working on, even when that is not what you picked, so a good outcome is never spent past without your seeing it. You can turn that off.

Socketable items

A vengeful socketable gets one extra socket rather than a rolled property, and the level the item asks of you does not change because of it.

See also