The icon of Bellmouth Helm, as the game shows it on the gear screen.

Unique · helm · Pot Helm

Bellmouth Helm

Rousing Howl drags monsters in from farther out instead of shoving them away.

Play

Drops from floor 3 down.

The power

Rousing Howl drags monsters in from farther out instead of shoving them away. The pull reaches 1.5× the howl’s radius, so a Rousing Howl gathers a pack instead of scattering it: good with any skill that hits a crowd round you. It changes Rousing Howl, which you still have to pick up at a level-up for the power to do anything.

Stats

A unique always has its own lines, each rolled in a narrow range, on top of its base’s implicit. The implicit grows with the floor it dropped on (6–10 plus 3 per floor below the first, rounded down).

Slot
helm
Base
Pot Helm
Line 1
+14 life to +20 life
Line 2
+4% skill area to +6% skill area
Pot Helm implicit (life) by the floor Bellmouth Helm dropped on
Dropped on floorImplicit roll
312–16
1033–37
1548–52

How it drops

From floor 3 down, a boss kill drops a unique 50% of the time, an elite 7% and any other kill 0.06%. The game never drops a unique you already own or wear, nor the same one twice in a dive, and picks evenly among the rest: with none of the 10 yet, a boss kill has a 5.0% chance of being this one. Uniques and set pieces are finished work: the smith will not touch them and the altar will not take them.

Other uniques