The Dancing Dervish grants level 15
Manifest Dancing Dervish. Manifest Dancing Dervish will be supported by any applicable
support gems socketed into The Dancing Dervish; it is not necessary to have the
sockets be linked together. The manifested sword does not deactivate when swapping to different weapons, however, the weaponslots remain disabled while it's active.
While The Dancing Dervish is manifested, the player character is considered unarmed and is affected by
Onslaught, therefore effects such as
Facebreaker's,
Doryani's Fist's, or
Hollow Palm Technique's unarmed damage bonus will take effect. As soon as Rampage ends, the manifested weapon will vanish and the character reequips the weapon reenabling the weaponslots. The Minion itself has a lot of damage reduction while it's active and will not die that easily. A little bit of minion life regeneration suffices to keep it alive and healthy.
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Lightning Coil has the property '
physical damage taken as elemental'. With Lightning Coil, a portion of
physical damage is
taken as lightning damage. This takes place before mitigation is applied, therefore
armour will not mitigate the lightning portion but lightning
resistance will.
[1] While wearing Lightning Coil physical damage can apply the
Shock status ailment to the player character.[
citation needed]
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Disintegrator
Maelström Staff
Warstaff
Quality: +20%
Physical Damage: (373.2-409.2)–(529.2-577.2)
Critical Strike Chance: 6.50%
Attacks per Second: 1.25
Weapon Range: 13Requires Level 64, 113 Str, 113 Int
+20% Chance to
Block Attack Damage while wielding a
Staff
Adds (250-280) to (315-355)
Physical Damage
Adds (376-400) to (568-600)
Physical Damage to
Spells
+1 to Maximum Siphoning
Charges per Elder or Shaper Item Equipped
25% chance to gain a Siphoning
Charge when you use a
Skill
Adds (12-14) to (15-16)
Physical Damage to
Attacks and
Spells per Siphoning
Charge
Gain 4% of Non-Chaos Damage as extra
Chaos Damage per Siphoning
Charge
1% additional
Physical Damage Reduction from
Hits per Siphoning
Charge
0.2% of Damage Leeched as
Life per Siphoning
Charge
Take 150
Physical Damage per Second per Siphoning
Charge if you've used a
Skill Recently
(Note the last modifier, this staff kills you for using it, characters typically have ~7000 life so eating 1500 per second is very deadly)
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Empire's Grasp
Goliath Gauntlets
Quality: +20%
Armour: (688-928)
Requires Level 53, 76 Str
Socketed Gems are Supported by
Level 10 Knockback
+(400-600) to
Armour
Knockback direction is reversed
(This one item lets you vacuum enemies in with knockback effects, it's the only way to do that in the entire game AFAIK)
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Southbound
Soldier Gloves
Quality: +20%
Armour: 110
Energy Shield: 21Requires Level 51, 40 Str, 40 Int
Adds (30-36) to (44-50)
Cold Damage to
Attacks
(12-16)% increased maximum
Life
+(40-50)% to
Cold Resistance
25% increased
Freeze Duration on Enemies
Your
Hits can only
Kill Frozen Enemies
50% increased
Herald of Ice Damage
This pair of gloves prevents you from killing enemies with hits unless they are frozen. You can still kill them with damage over time however. This allows for all sorts of strange interactions. Again, all these weird effects are unique to these specific items.
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The Jinxed Juju 48 +(30-40) to [[Intelligence]]
+(23-31)% to [[Chaos Resistance]]
(10-15)% increased Effect of your [[Curse|Curses]]
(10-15)% increased effect of Non-Curse Auras from your [[Skill|Skills]]
10% of Damage from [[Hit|Hits]] is taken from your Spectres' [[Life]] before you" class="tc -mod">+(16-24) to
Strength and
Dexterity+(30-40) to
Intelligence
+(23-31)% to
Chaos Resistance
(10-15)% increased Effect of your
Curses
(10-15)% increased effect of Non-Curse Auras from your
Skills
10% of Damage from
Hits is taken from your Spectres'
Life before you
An amulet that redirects damage from you to a particular type of minion.
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Heartbound Loop
Moonstone Ring
Requires Level 20
+(15-25) to maximum
Energy Shield
Regenerate (10-15)
Life per second
(20-40)% increased
Mana Regeneration Rate
Minions have 15% increased maximum
Life
Minions have 10% increased Area of Effect
350
Physical Damage taken on
Minion Death
This one injures you every time a minion dies. Because the damage is in discreet hits and not damage over time, it can trigger effects that occur when you suffer damage. Because it triggers on minion death, it can be combined with other items that can reduce minion duration to 0 seconds. So you can create a set of triggered spells which summons a minion which instantly dies every time you take 700 damage, while also healing you so you don't die. Combine this with a skill that makes your minions explode on death for something that continually spawns suicide bombers around you many times per second.
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The Bringer of Rain
Nightmare Bascinet
Quality: +20%
Armour: (518-680)
Evasion: (745-978)Requires Level 67, 62 Str, 85 Dex
Socketed Gems are Supported by
Level 18 Melee Physical Damage
Socketed Gems are Supported by
Level 18 Faster Attacks
Socketed Gems are supported by
Level 18 Blind
6% Chance to
Block Attack Damage
Adds 20 to 30
Physical Damage to
Attacks
(200-300)% increased
Armour and
Evasion
+(200-220) to maximum
Life
20% chance to gain an
Endurance Charge when you
Block
Can't use Chest
armour
Extra gore
This helmet gives you massive offensive bonuses but prevents you from wearing anything in your chest slot, which is arguably even more important than your weapons for some characters.
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Headhunter
Leather Belt
Requires Level 40
+(25-40) to maximum
Life
+(40-55) to
Strength
+(40-55) to
Dexterity
+(50-60) to maximum
Life
(20-30)% increased Damage with
Hits against Rare monsters
When you
Kill a Rare monster, you gain its Modifiers for 20 seconds
This is generally considered to be the best item in the game. The modifiers you can get from rare monsters include things like haste, extra max hp and model size, 100% life leech, immunity to curses, and about 20 other things. They used to hold races where everyone had this effect because it's so fun to blast around with monster powers.
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Wings of Entropy
Sundering Axe
Two Handed Axe
Quality: +20%
Physical Damage: (136.4-148.8)–(281.6-307.2)
Critical Strike Chance: 5.00%
Attacks per Second: 1.25
Weapon Range: 13Requires Level 60, 149 Str, 76 Dex
(6-7)% Chance to
Block Spell Damage
+8% Chance to
Block Attack Damage while
Dual Wielding
(100-120)% increased
Physical Damage
Adds (55-65) to (100-120)
Fire Damage in Main Hand
Adds (55-65) to (100-120)
Chaos Damage in Off Hand
Counts as
Dual Wielding
This is a two handed weapon which counts as dual wielding... in a game where you can dual wield by default anyways. This has all sorts of weird complications.
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Shavronne's Revelation
Moonstone Ring
Requires Level 30
+(15-25) to maximum
Energy Shield
+(60-75) to
Intelligence
Right ring slot: You cannot Regenerate
Mana
Right ring slot: Regenerate 3% of
Energy Shield per second
Right ring slot: +100 to maximum
Mana
Left ring slot: You cannot Recharge or Regenerate
Energy Shield
Left ring slot: Regenerate 40
Mana per Second
Left ring slot: +100 to maximum
Energy Shield
A ring which not only does different things depending on which finger you equip it on, but prevents you from gaining mana or energy shield to regenerate the other.