Uniques

Uniques are special items that do not roll their statistics and always do something normal magic items cannot. They tend to be excellent items for their tier, and may even be used for another tier or two due to their unique effects. It's often good to link a specific unique to a thrilling boss encounter or story/location in your campaign. All uniques have some story-related side effects, even if it is a small one. Feel free to help me design cool uniques, the more the better.


 * (1h sword +1 )
 * + 2
 * + 1
 * Counts as a sword, dagger, axe, scepter, claw, spear and mace simultaneously. This means that Varunastra adds its damage to STR Skill Gems, DEX Skill Gems and INT Skill Gems. Any keystone, passive or ability that interacts or benefits from these weapon types functions with Varunastra. Any Skill Gem that works with these weapon types works with Varunastra. In addition, Varunastra gains all the implicit modifiers of all these weapon types simultaneously:
 * Axe: Add +1 extra damage per
 * Sword + Dagger: Add half of your, and  to critical strike damage.
 * Claw: Gain 4
 * Mace: Reduce enemy by 6 when you stun them
 * Spear: Gain Lucky with checks
 * Sceptres: Increase the duration of all elemental threshold effects by 1 turn,

A weapon of pure water, Varanustra shapes and transforms itself to the will of the wielder, becoming the perfect weapon for the situation.


 * Claw
 * 1
 * 2
 * Deal double damage when on Low (half your )
 * You cannot miss when on Low

This unassuming claw looks like nails have been crudely stuck into wood. Upon holding them, the wielder knows it holds great power.


 * (Jade Amulet 5 )
 * 5
 * 10
 * Increase by 2
 * Increase with projectiles by 2

A potent amulet made by the Karui to wage war. Karui ward makes you fast, strong and fleet of foot and allows your projectiles to pack a powerful punch.


 * Robe
 * 0
 * Tabula Rasa grants access to ALL Support Gems while worn.

A simple white robe with a pattern of 6 linked circles on the front.


 * Dagger
 * 1
 * 10
 * +2 with all fire spells
 * All fire damage is converted into Chaos damage
 * Your fire skills are supported by the Poison Support Gem

The brightest flames this pulsing red dagger creates make the darkest shadows. If the user has poisoned an enemy with a fire spell using this dagger, they are always able to make a Check to hide.


 * 1h Mace +1
 * +3
 * All damage you deal is converted to lightning damage.
 * When you successfully hit a target with an attack, you may choose to pay the cost of a lightning spell you know and cast it on that target (including Support Gems as applicable). This effect may trigger once per turn and is disabled while dual wielding.
 * Requires 50 to wield
 * The ‘Chosen One’ may ignore the requirement. What entails becoming the ‘Chosen One’ is subject to the GM.

An ornate metal slab affixed to its hilt, the Mjölner is an extremely heavy weapon and requires inhuman strength to wield. "Look the storm in the eye and you will have its respect." is inscribed, its meaning unknown.


 * Onyx Ring (1d4 )
 * Gain Ultimate Keystone
 * Reduce your Elemental Resistance by 8
 * As a Major Action, choose one element (, or ). Increase your elemental resistance to that specific by element by 16.

This beautiful and complex ring has 3 gemstones of ruby, sapphire and topaz each representing an element. By rotating one of the three gemstones into the center, it begins to glitter, protecting you from that element until you rotate another into its place.


 * Staff
 * 3
 * 2
 * Block attacks on rolls of 3 or lower.
 * Reflect 15 physical damage back to attackers on a successful block.
 * Curse enemies with Vulnerability on Block

The staff is covered in countless thorns, it is dangerous to anyone but the wielder. An intricate Rose is carved into the top of the staff. From a glance it looks like the top of the staff and the rose have been painted red. In reality The Blood Thorn feeds on the blood of it's enemies and has absorbed the vibrant red coloring from it. As a result blood will occasionally drip from the staff.


 * Ruby Amulet (2 )
 * 10
 * Your curses are supported with Reduced
 * You cannot be cursed by Skill Gems.

Grants Illusionary Warp:

Illusionary Warp Teleport to a target location, automatically breaking Engagement effects. Both your current and teleported location are wreathed in ice, automatically reducing the of enemies by 4 for 2 turns. Using this ability is a minor action.

Tier bonus: 2 additional turns of ice, 1 additional reduction.

You can hear whispers coming from the amulet. When you sleep, you have constant dreams and nightmares. If someone tries to take the amulet away from you, you will still slowly go insane. The amulet can only ‘infect’ one person at a time. If another person kills the infected one, they gain the infection.

You now have a Sanity score of 10, mark it on your character sheet.

Once a day, when you wake up, make a Soul Endurance roll(TN 5). If you fail, reduce your Sanity by 1. Every time you succeed at this roll, increase the TN by 5. Once you fail at this roll the TN resets to 5.

The GM can determine certain events require an additional Soul Endurance check. Failures further reduce Sanity.
 * Sanity 8: Your character gains constant nervous facial ticks. Reduce all your social skills by 2. Your ears elongate and grow scales. Increase your by 4.
 * Sanity 6: Your character can reflexively grow scales to absorb the impact of physical attacks. Increase your Armor by 4 per tier. You can only eat meat, other kinds of food bore you and make you throw up. Your teeth sharpen. Increase your by 1
 * Sanity 4: You now have scales visibly all over your body. Gain an additional 4 per tier. You can now swim and breathe under water perfectly. Illusionary warp now costs 0 . Increase your  by 2.
 * Sanity 2: Your body is made of iron scales. Gain the Ultimate Keystone, forcing enemies to roll twice and take the lower result. You gain an adaptive membrane, increase your  by 10.
 * Sanity 0: Your character becomes a twisted monster that terrorizes the world. Lose control of your character permanently. It is now the pawn of the GM.

There are ways to cure the curse of the amulet. Destroy it or purify it.


 * Cloth Boots (4 )
 * Increase by 2
 * Cannot be Chilled
 * Increase by 2
 * Your rolls are Lucky
 * Always know North


 * Voodoo Charm 20 +2 damage
 * +1 maximum Zombies
 * +4
 * +1 effective tier of your auras
 * +10

A disembodied head, imbued with foul power. When the wielder of Matua is threatened, Matua will vomit forth black tar to defend its master.

Matua requires feeding. If Matua does not feed on at least one soul a week, it withers away and dies.

This beautifully crafted sword is as light as a feather. Under a full moon, the sword glows brightly, increasing the wielder's by 2 and  by 2.
 * 1h sword +1
 * +20
 * +1 per 20
 * +1 per 40


 * Leather gloves (weapon) (2 )
 * Increase by 10
 * Gain 1 per 5  when unarmed.

These tattered bloody gloves gain the wielder immense power with unarmed attacks. You may use and  Skill Gems with these gloves despite the lack of a weapon.

You may still equip one shield.

Whenever you kill an enemy, it explodes in the maximum amount of gore possible. This additionally grants you a bonus of 4 to your Skill rolls when using the gore to.

This item is considered a weapon, and you cannot use other weapons when using this item.


 * 2-handed Axe
 * +3
 * Increases by 2
 * by 12
 * Regenerate 8 per turn
 * Immune to critical strikes

Bonesaw is a giant serrated bone axe. The user of Bonesaw never bleeds. Broken bones reknit perfectly. When enemies crit you, a shell of bone instantly forms around you, absorbing the crit and allowing only normal damage to pass through.

To suit your players, you can also convert Bonesaw into a one handed blade or axe. The one-handed versions stats are:


 * 1-handed Axe (+1 )
 * Increases by 1
 * by 6
 * Regenerate 4 per turn
 * Immune to critical strikes

If you're feeling generous, you might say that Bonesaw comes in a set, for dual wielding.


 * Cloth Helm
 * Tier 1
 * 10
 * Increases by 4
 * Increases by 4
 * Increases all minion damage by 2
 * Increases maximum Zombies by 1

Wyrmskull is a helm made of bone. It makes all summoned undead completely skeletal. When worn it merges with your head, making your voice deep and reverberating, and making your eyes glow red.


 * Bow
 * Tier 1
 * 3
 * Increases damage by 8
 * by 6
 * Cannot be Chilled
 * Always converts all physical damage into cold damage
 * Increased Critical Strike chance by 1.

Hailrain is a beautiful longbow made out of sapphire. It does not have a bowstring but, when wielded creates a bowstring of energy that quietly hums and glows blue. Whenever the string is drawn, it creates an arrow made of ice. The wielder never feels cold, and finds cold environments comforting and relaxing. The temperature around the wielder is roughly 20 degrees celsius (68 fahrenheit) colder in a three meter radius.


 * Blade
 * Tier 2
 * 6
 * Increase by 4
 * Increase by 6

Kingmaker is a huge greatsword beautifully crafted, with a golden hilt and a shimmering platinum blade with ancient runes inscribed on it. The wielders voice is imbued with authority and confidence, making them nearly impossible to ignore and allowing them to gain the attention of a crowd with ease. The wielder can speak and understand any language perfectly as long as they possess the blade. Finally, if the wielder points the blade at someone’s heart, the person is unable to knowingly lie.


 * Steel Helm
 * Tier 1
 * 2
 * Increase by 8
 * Increase by 20
 * Increase damage by 4
 * Lose all from
 * Increase by 4

This beaten, dented and blood-stained helm doesn't look special, let alone magical. When worn, the wearer's skin gets covered in a thin layer of stone. They become slow and sluggish, but tough, and they gain an immense heavy weight to their attacks. They automatically fail at swim checks. Wielders snore thunderously loud when asleep, and are difficult to wake up. However they always get an excellent night’s sleep, regardless of the conditions surrounding them.


 * Leather boots
 * Tier 1
 * 2 Resistance
 * Converts all damage into lightning damage
 * Adds 2
 * Increase by 1

These white leather boots are inscribed with two simple runes which mean ‘Storm’ in ancient Vaal. The wearer always has an aura of static around them in a 3 meter radius, causing hair to stand on end. In addition, your feet hover 1 inch above the ground. The wielder is immune to the static effect of the item.


 * Cloth Chest
 * Tier 2
 * 40
 * Increase the duration of burn effects by you for 1 turn
 * Increase critical strike range by 1 with fire Skill Gems
 * Increase critical strike damage by 8

This brilliant red cape shimmers and reflects light. Fire comforts you, and sleeping near a fire or furnace is an ideal resting spot. When angry, your eyes turn red and random fires sprout all around you, possibly starting a forest fire. While worn, the wielders hair starts to grow red.


 * 1-handed Sword
 * Tier 1
 * 1
 * Increase by 1
 * Increase by 10
 * Maim enemies on break
 * Maim increases critical strike damage by 6 for all attackers on the Maimed target, and reduces the target's by 2 until magical healing is applied

Called the brother blade, Sange is a vicious katana that is split down the middle into 2 jutting blades. It has a serrated edge, and is beautiful mix of purple and black steel.

Sanges true power is only unlocked when paired with its sister blade Yasha. When wielded as a pair all magical bonuses are doubled including the power of the Main effect.


 * 1-handed Sword
 * Tier 1
 * 1
 * Increase physical damage by 4
 * Increase by 10
 * Increase by 1
 * Increase 2

Called the sister blade, Yasha is a green jade, simple but elegant katana, otherwise looking much like a classical well-balanced katana. The wielder feels lighter on their feet and possesses higher reflexes.

Yashas true power is only unlocked when paired with its brother blade Sange. When worn as a pair all magical bonuses are doubled. In addition, the wielder increases critical strike chance by 1.

If two people wield each of the blades, they are aware of each other's surface thoughts and general location, and may communicate with each other freely and feel each other's emotions. It is impossible to directly lie through this link.


 * 2 handed Blade
 * Tier 3
 * 9
 * Increase by 9
 * 12 gained on kill
 * Increase your by 1
 * Gain a Frenzy Charge on critical strike
 * Wielder gains the Vaal Pact Ultimate Keystone

Terminus Est is a huge greatsword, made out of simple blackened steel with a skull on the hilt. It is so large it looks as if the wielder is carrying a giant metal cross more than a sword. Terminus Est feeds on the soul energy of its victims, which is visible whenever you critically strike foes.

If you perform a coup-de-grace, you instantly heal your to full. As long as you feed regularly on soul energy with the blade, the wielder of Terminus Est does not need to eat, drink or sleep. You never age while you possess the blade, but once you pass your natural lifespan your soul energy requirements double every year to maintain the ancient soul energy of your body.

Only death can separate a wielder from Terminus Est, if the blade is forcibly removed from the wielder, it reappears whenever possible.


 * Dagger
 * Tier 1
 * 1
 * Increase by 2
 * +15 critical strike damage
 * All Skill Gems are supported by Culling Strike

Your words flow like silk, and you are unusually persuasive and smooth. You are lucky with all Rolls.