Uniques
A unique belongs to no set. It brings one effect nothing else has, and keeps it while worn.
Uniques are never below Rare, and never in the floor's market. They come from bosses, elites, Wardens, chests and the merchant: a depth boss's pick of three holds one 25% of the time, the merchant's first piece is one 15% of the time, a chest's 10%, an elite's or Warden's drop 5%. A unique takes a slot a set piece could fill, so each one is a trade.
From The Gilt Cellars
| Unique | Slot | Effect |
|---|---|---|
| Neck | Kills pay 50% more gold.Every kill pays half again as much gold, on top of gold find. | |
| Head | Minions and summoned enemies die to any damage.Minions and summoned enemies (Gildlings, and the helpers a boss calls with Summon; not the Tallyman's collectors) die to any hit that deals damage. | |
| Ring | Your | |
| Feet | Gain 1 gem at the end of every floor.Clearing a floor's last fight pays 2 gems instead of 1. | |
| Neck | Market refreshes cost 30% less.The floor market's refresh costs 30% less. | |
| Ring | Crits have a 25% chance to deal double crit damage.Each crit has a 25% chance to count your crit damage twice. | |
| Head | Your | |
| Legs | Your loot stash holds 4 more items.Your loot stash holds 12 pieces instead of 8. | |
| Chest | Below 30% health: +50% power and +50% armor.While you have lost more than 70% of your health, you have +50% power and +50% armor. | |
| Neck | Selling pays 50% more, up to 75% of the price.Selling pays 60% of the price instead of 40% (75% for Pip with Fence, the most selling can pay). |
From The Drowned Reliquary
| Unique | Slot | Effect |
|---|---|---|
| Ring | Regenerate 4% | |
| Ring | The first enemy to attack you each turn is blinded first.Each enemy turn, the first enemy that goes to attack you is blinded first, so that attack has a 40% chance to miss. | |
| Neck | Each kill applies 1 curse to every living enemy.Each kill puts 1 curse on every enemy still standing (10 at most). Each curse makes it take 4% more damage. | |
| Weapon | Crits strip all armor from the target.A crit removes all of the target's armor before the strike's damage is counted. | |
| Weapon | Extra strikes, a lighter hand. | |
| Head | Casting a skill heals 6% | |
| Chest | Heavy enough to stop anything. | |
| Weapon | Strikes on a full-health enemy deal +100% damage.A strike on an enemy that is still at full health deals double. | |
| Legs | Enemies that hit you gain 1 chill.An enemy whose blow lands on you gains 1 chill, so three blows freeze it. | |
| Ring | Kills heal 12% |
From The Hoard Heart
| Unique | Slot | Effect |
|---|---|---|
| Weapon | +1% damage for every 50 gold you carry, up to +60%.Everything you deal grows by 1% for every 50 gold you carry, up to +60% at 3,000 gold. | |
| Head | +1 strike while at full health.While you are at full health, you make one more strike with every ATTACK. | |
| Chest | Every 3rd turn your armor refills completely.On turns 3, 6, 9 and so on, all the armor you have lost comes back. | |
| Feet | You are immune to | |
| Legs | Guarding restores twice as much armor.GUARD restores 80% of your armor instead of 40% (all of it for Brannoch with Stalwart). | |
| Chest | Healing past full health becomes armor.Healing that would go past full health restores lost armor instead. | |
| Weapon | Every 4th strike calls a star: 150% arcana to every enemy.Every 4th strike you land in a battle calls a star: every enemy takes 150% of your arcana, ignoring armor. | |
| Neck | Enemies skip their first turn of every battle.In every battle the enemies do nothing on the first turn. | |
| Ring | You take 10% more damage.Every hit on you deals 10% more. | |
| Neck | Your strikes always crit stunned, frozen or blinded enemies.Your strikes always crit an enemy that is stunned, frozen or blinded. |
Written from the game's own rules, version 2.9.4. Spotted something wrong? Tell us on Discord.