The icon of Glasswater Circlet, as the game shows it on the gear screen.

Unique · helm · Chain Coif · the Mender’s own

Glasswater Circlet

Every hero Mirror Spring wards also moves 15% faster while the ward lasts.

Play

Drops from floor 6 down.

The power

Every hero Mirror Spring wards also moves 15% faster while the ward lasts. It changes Mirror Spring, which you still have to learn with a level-up point for the power to do anything. Only the Mender finds it (it never drops while another hero dives), and only he gets its power: another hero can take it from the shared stash and wear it, but he keeps just its stats.

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 (8–12 plus 3 per floor below the first, rounded down). The ranges below are the ones it rolls on floor 6, where it first drops.

Slot
helm
Base
Chain Coif
Line 1
+12 life to +14 life
Line 2
+5% skill area to +7% skill area
Line 3
-3% cooldowns to -4% cooldowns
Line 4
+4% ward to +5% ward
Line 5
+3% move speed to +4% move speed
Chain Coif implicit (life) by the floor Glasswater Circlet dropped on
Dropped on floorImplicit roll
623–27
1035–39
3095–99

Keeping up as you go deeper

Its lines grow with its item level, step for step with the best affix tier a rare of that level can roll, so one found deeper rolls bigger and an early one is not left behind. To lift one you already own, the Smith’s one Upgrade button raises its item level to the floor of your deepest lit waypoint (up to 30) for 3 slag a level: it keeps its power, its sockets and its place in each range, and its base stat grows too. Worked example: found on floor 6 and upgraded once you light the floor-30 waypoint, it costs 72 slag and its first line (life) goes from 12–14 to 56–65. Past item level 30 the same button costs Fault shards (from the Fissures) instead, and its lines stop growing at item level 36, where the affix tiers end.

Glasswater Circlet’s lines by item level
Item levelLine 1Line 2Line 3Line 4Line 5
6+12 life to +14 life+5% skill area to +7% skill area-3% cooldowns to -4% cooldowns+4% ward to +5% ward+3% move speed to +4% move speed
10+20 life to +23 life+9% skill area to +12% skill area-5% cooldowns to -6% cooldowns+6% ward to +8% ward+5% move speed to +6% move speed
20+33 life to +39 life+14% skill area to +20% skill area-7% cooldowns to -9% cooldowns+10% ward to +13% ward+7% move speed to +9% move speed
30+56 life to +65 life+24% skill area to +34% skill area-10% cooldowns to -13% cooldowns+18% ward to +23% ward+10% move speed to +13% move speed

How it drops

From floor 6 down, a boss kill drops a unique 50% of the time, an elite 7% and any other kill 0.06%; from floor 11 down an elite drops one 4% of the time and any other kill 0.03%, so a geared hero fills his slots more slowly. Until your camp owns its first unique, every boss kill drops one made for your hero’s class while one of his is left, even one that otherwise drops only deeper, and else one any hero can find. 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 yet, a boss kill has a 3.3% chance of being this one for the Mender (one of 15); 12.5% for the boss that pays the Mender’s camp its first unique from floor 6, where that one is always one of all his 8; above floor 6 it is one of his 2 found sooner, never this. It is one of the 26 deeper uniques, found from floor 6 down, after the first boss: no kill above floor 6 can drop it. Uniques and set pieces are finished work: the smith will not reroll their lines. His Upgrade lifts a unique to your depth for slag, and either one past it for Fault shards.

Other uniques