Magical Objects Database
Find item synergies, rarity breakpoints, and hero-specific power spikes.
Showing 58 of 58 items
Grants +1 Star of Fate and +15 Dream Shards per Star spent. Set bonus: first reroll each chapter is free.
Reduces Sandman's Dream Shard prices by 10%. Set bonus: one free Sandman purchase per chapter.
Healing orbs grant Strength for 8 seconds and restore 10% more health. Set bonus: +20 Dmg during Strength.
Deal +15% damage to Bosses. Set bonus: kills bosses below 5% health instantly.
Grants +25% to any healing effect provided or received. Set bonus: +30 Vitality.
Grants +10% Crit Chance for 2 seconds after dashing. Set bonus: deal +50% damage on critical hits.
Provides +1 Dmg for each 10 Vitality. Set bonus: +20% Crit Chance.
+2 Armor for each Common Magical Object owned. Set bonus: Rare objects also count.
Spawns 2 consumables when collected. Set bonus: +10 Dmg, +20 Vitality, +20 Armor.
+2 Dmg for every other Magical Object or Talent referring to DEFENSE.
Grants 18 Shield when taking damage (max every 30 seconds). Set bonus: +50% to any Shield.
Passively heals 2% Max Health every 2 seconds outside combat. Set bonus: +30 Dmg at full Health.
Grants +4 Regeneration at Critical Health (max every 60 seconds). Set bonus: +50 Dmg under Regeneration.
Dash deals +40 damage to all enemies passed. Set bonus: dash casts lightning at starting location.
Special deals +20% damage. Set bonus: +40% Crit Chance to Special.
Power deals +20% damage. Set bonus: +40% Crit Chance to Power.
Attack deals +20% damage. Set bonus: +15% Attack Speed.
+1 Armor for each 5% missing Health. Set bonus: armor grants +40% of its value as Dmg.
+1 Dmg per 150 Dream Shards spent. Set bonus: +30% to any Dream Shard gains.
+1 Star of Fate. +6 Dmg for each complete collection of Common or Rare Magical Objects.
Reduces Power's cooldown by 25%. Set bonus: Power deals +40% damage.
Reduces Special's cooldown by 25%. Set bonus: Special deals +40% damage.
Reduces Defense's cooldown by 25%. Set bonus: +40 Armor.
Reduces Dash's cooldown by 25%. Set bonus: +15% Move Speed.
Reduces Ultimate's cooldown by 25%. Set bonus: Ultimate clears cooldowns for other abilities.
Power gains +1 charge. Set bonus: Power deals +15% damage per Negative Status on target.
Special gains +1 charge. Set bonus: Special casts lightning to up to 3 nearby enemies.
Defense gains +1 charge. Set bonus: +40% Move Speed for 3 seconds after Defense.
Dash gains +1 charge. Set bonus: 10 Shield for 6 seconds after Dash.
Grants the effects of other card-type Magical Objects owned (Ace of Spades, King of Clubs, Jack of Diamonds, Queen of Hearts).
Gain +1 Vitality each time you collect a Healing Orb.
Ultimate gains an extra charge.
Kills standard enemies below 20% health or elite enemies below 10% health instantly.
Grants +25 Vitality and fully heals at Day/Night transitions.
Grants +2 Stars of Fate and +1 choice when obtaining Magical Objects.
Reduces Special's cooldown by 25%. Defense restores 8 health to all nearby heroes (max every 5 seconds).
Dash heals for 50% of damage taken over the last 2 seconds.
Dash applies Vulnerable for 4 seconds to enemies hit.
Grants +10 Dmg for each Legendary Talent.
Dash cooldown is cleared whenever you use Power, Special, or Defense.
Damage taken within 1 second cannot exceed 50% of Maximum Health.
Power and Special each gain +1 charge.
Cooldowns for Power, Special, and Defense are reduced by 10% per 20% missing Health.
Improves the rarity of all Talents already learned and all future Talents once selected.
Healing orbs grant +11 Dmg (stacks). All stacks are lost at Death's Door.
Grants +20% Move Speed but causes -25 Armor.
Grants +60 Vitality but all healing effects are reduced by 20%.
Taking damage earns 10% of the damage value as Dream Shards.
Dream Shard gains are increased by 50%, but all shards are lost at Death's Door.
Dash makes the hero intangible, but all damage taken is increased by +15%.
Grants +15 Dmg per Cursed Object owned but causes -10 Armor per Legendary Object owned.
Attack gains +5% Lifesteal but Healing Orbs no longer affect you.
Special deals +100% damage but has a +50% increased cooldown.
Power deals +100% damage but has a +50% increased cooldown.
Prevents lethal damage and restores all health instead (only works once). Alternatively: destroys all Legendary Objects for +50 Dmg each.
Removes extra charges from Power and Special to gain +100% damage per extra charge removed.
Grants +0.5% Dmg per Vitality point, but Vitality increases max health by only 0.5% instead of 1%.
50% of collected Dream Shards are absorbed until full (400 required). Once full, increases Crit Chance by 50%.