
Unique · helm · Pot Helm
Bellmouth Helm
Rousing Howl drags monsters in from farther out instead of shoving them away.
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
| Dropped on floor | Implicit roll |
|---|---|
| 3 | 12–16 |
| 10 | 33–37 |
| 15 | 48–52 |
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
- The Threefold Rift (weapon)
- Homecoming (weapon)
- Wheelwright's Visor (helm)
- Millrace Hauberk (chest)
- Coat of the Second Breath (chest)
- Threshold Wraps (boots)
- Quakestep Sabatons (boots)
- The Farrier's Mercy (ring)
- Lodestone Ring (ring)