Description
An object you use once and it is gone, rather than a piece of equipment you leave on a champion. Three kinds turn up. The Item Reforger unequips all items and randomly transforms them into new ones of a similar type and quality, so an Emblem comes back as a different Emblem rather than as something from another class. The Magnetic Remover is used on a champion to unequip all of that champion's items, and it cannot be used on a champion that is already fighting. The jars, bags and sacks hand out a third kind: consumables that give a champion a permanent stat, either Attack Damage or Attack Speed, or Ability Power or Mana Regen, or Armor and Magic Resist or Health. They sit on the item bench, but an effect that reads the bench does not have to count them: the augment that pays you for keeping your bench clear treats a bench holding nothing but consumables as empty.
What enables Consumables (20)
Augments (10)
Prismatic (3)
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Min-Max Prismatic Gain a Golden Item Remover and 4 random components.
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Radiant Relics Prismatic Choose 1 of 5 Radiant Items. Gain a Magnetic Remover.
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The Trait Tree+ Prismatic Gain 3 random Emblems, a Reforger, and 4 gold.
Gold (5)
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Big Grab Bag Gold Gain 3 random components, 2 gold, and 1 Reforger.
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Gain a Lucky Item Chest, a Magnetic Remover and 7 gold.
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Slammin' Gold Gain 3 gold. After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.
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Slammin'+ Gold Gain 4 gold and 10 XP now. After each player combat, if there are no items on your bench (other than consumables), gain 2 XP.
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Spreading Roots+ Gold Gain 2 random Emblems, a Reforger, and 2 gold.
Silver (2)
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Branching Out+ Silver Gain a random Emblem and a Reforger.
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Recombobulator Silver Champions on your board permanently transform into random champions 1 cost tier higher (max 5). Gain 2 Magnetic Removers and 3 free rerolls.
Wisps (10)
- Doodad Bag Other
Gain 2 consumables that give permanent Armor and Magic Resist or Health.
- Doodad Jar Other
Gain 1 consumable that gives permanent Armor and Magic Resist or Health.
- Doodad Sack Other
Gain 3 consumables that give permanent Armor and Magic Resist or Health.
- Early Fix Other
Gain 1 Item Reforger.
- Knick-Knack Bag Other
Gain 2 consumables that give permanent Attack Damage or Attack Speed.
- Knick-Knack Jar Other
Gain 1 consumable that gives permanent Attack Damage or Attack Speed.
- Knick-Knack Sack Other
Gain 3 consumables that give permanent Attack Damage or Attack Speed.
- Thingamajig Bag Other
Gain 2 consumables that give permanent Ability Power or Mana Regen.
- Thingamajig Jar Other
Gain 1 consumable that gives permanent Ability Power or Mana Regen.
- Thingamajig Sack Other
Gain 3 consumables that give permanent Ability Power or Mana Regen.