The icon of Nettlesong Locket, as the game shows it on the gear screen.

Unique · amulet · Bone Charm · the Mender’s own

Nettlesong Locket

Each Wellspring Hymn pulse also stings every foe in its reach for 4 damage.

Play

Drops from floor 6 down.

The power

Each Wellspring Hymn pulse also stings every foe in its reach for 4 damage. It changes Wellspring Hymn, 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 (2–4 plus 1 per floor below the first, rounded down). The ranges below are the ones it rolls on floor 6, where it first drops.

Slot
amulet
Base
Bone Charm
Line 1
+6% skill area to +7% skill area
Line 2
+11 life to +13 life
Line 3
+3% ward to +4% ward
Line 4
+5% damage to +6% damage
Line 5
+3% move speed
Bone Charm implicit (cooldowns) by the floor Nettlesong Locket dropped on
Dropped on floorImplicit roll
67–9
1011–13
3031–33

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 (skill area) goes from 6–7 to 29–34. 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.

Nettlesong Locket’s lines by item level
Item levelLine 1Line 2Line 3Line 4Line 5
6+6% skill area to +7% skill area+11 life to +13 life+3% ward to +4% ward+5% damage to +6% damage+3% move speed
10+10% skill area to +12% skill area+18 life to +22 life+5% ward to +6% ward+9% damage to +10% damage+5% move speed
20+17% skill area to +20% skill area+30 life to +36 life+8% ward to +10% ward+14% damage to +17% damage+7% move speed
30+29% skill area to +34% skill area+51 life to +61 life+14% ward to +18% ward+24% damage to +29% damage+10% 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