The icon of Mossblood Band, as the game shows it on the gear screen.

Unique · ring · Tin Signet

Mossblood Band

Each kill adds 2% of max life to a shield (up to 20%), held 3 s past the last kill.

Play

Drops from floor 56 down.

The power

Each kill adds 2% of max life to a shield (up to 20%), held 3 s past the last kill. It changes whichever hero wears it directly, so it works with any build.

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 (3–6 plus 1 per floor below the first, rounded down). The ranges below are the ones it rolls on floor 56, where it first drops.

Slot
ring
Base
Tin Signet
Line 1
+36% damage to +46% damage
Line 2
+60 life to +80 life
Line 3
-18% cooldowns to -19% cooldowns
Line 4
+17% move speed to +19% move speed
Line 5
+28% ward to +32% ward
Line 6
+38% skill area to +44% skill area
Tin Signet implicit (damage) by the floor Mossblood Band dropped on
Dropped on floorImplicit roll
5658–61
1012–15
3032–35

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 56 and upgraded once you light the floor-56 waypoint, it costs 0 slag and its first line (damage) goes from 36–46 to 36–46. 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.

Mossblood Band’s lines by item level
Item levelLine 1Line 2Line 3Line 4Line 5Line 6
56+36% damage to +46% damage+60 life to +80 life-18% cooldowns to -19% cooldowns+17% move speed to +19% move speed+28% ward to +32% ward+38% skill area to +44% skill area

How it drops

From floor 56 down, a boss kill drops a unique 50% of the time, an elite 4% and any other kill 0.03%. 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 2.1% chance of being this one for the Warrior (one of 24), and a 2.4% chance of being this one for the Mage or the Bonecaller or the Mender (one of 21); it is never the sure unique of the boss that pays your camp’s first one, which is always made for your hero’s class (every hero has uniques of his own). It is one of the deep road’s 6 uniques (Gravelmouth Cleaver from floor 31, The Thronged Crown from floor 36, Slagback Cuirass from floor 41, Twinfang Knuckles from floor 46, Tallyman's Knot from floor 51 and Mossblood Band from floor 56), any hero’s, and it is found only from floor 56 down: no kill above floor 56 can drop it, and neither can a Fissure or a Deep Three fight, which play on floors 2 to 30. It drops at the same chance as every other unique; on floor 56 it simply joins the pick with the five of the deep road found higher up. 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