GREAT HELM
- BASE ITEM
- HEAD
- LEVEL 21
GREAT HELM is headgear, wielded from level 21.
The requirement cuts both ways: nothing below level 21 ever drops one, and a hero below it banks the find rather than wearing it.
It is a pool base, so it climbs: the same shape returns later in the campaign as GIANT'S HELM and SPIRED HELM, at requirements the endgame can actually meet.
A tournament great helm, big as a bucket and twice as heavy. The champion wearing it vanished mid-joust in front of four thousand witnesses, lance and all.
What it does
- MATERIALPLATE, which turns 2.2× what the same piece would in cloth. Plate is deep-campaign work: none of it drops below NIGHTMARE.
- ALSO DEMANDS29 STRENGTH to wear — heavier materials want a bruiser inside them.
- WEARS OUT140 hits taken before it falls silent. It is never destroyed — a worn-out piece still hangs on you contributing nothing until a repair kit brings it back.
- SALVAGEIt melts down: the merchant pays double what an ordinary piece of its worth fetches.
A fresh find in the hands of a hero who has spent no stat points — the piece itself, with nothing of the wielder in it. Your own STRENGTH, DEXTERITY or INTELLECT lifts these from there, as does an item level found deeper than the requirement.
Make quality
Every plain drop of this base rolls a make quality on top of the numbers above — the craftsmanship of that particular copy, stamped at the moment it drops and frozen for life. It scales the armor and the wear budget together, and it leads the name: a BROKEN GREAT HELM and a PERFECT GREAT HELM are the same base item and not the same find.
The bands overlap on purpose, so a good CRUDE can out-swing a poor NORMAL while a PERFECT always clears a NORMAL. Which one you get depends on the level of whatever dropped it: the two odds columns below are a level-1 killer and a level-60 one, and everything between is interpolated. Craftsmanship and magic are exclusive — a magic-or-better find is always normal make.
| MAKE | ARMOR | SCALE | ODDS AT MLVL 1 | ODDS AT MLVL 60 |
|---|---|---|---|---|
| BROKEN | 49–69 | 0.58–0.82× | 20% | 0% |
| CRUDE | 61–81 | 0.73–0.97× | 25% | 6% |
| NORMAL | 76–92 | 0.90–1.10× | 52% | 54% |
| SUPERIOR | 87–107 | 1.03–1.27× | 3% | 28% |
| PERFECT | 97–121 | 1.16–1.44× | 0% | 12% |
What it becomes
The same shape comes back twice more, further down the campaign: an EXCEPTIONAL version and an ELITE one, generated from this base rather than authored beside it. They keep its look, its cadence, its reach and its arc; what changes is the level they ask for and the numbers priced onto the curve at it. A venue that pays this base pays its whole ladder, so a first-map find keeps dropping — as something else — into the endgame.
| GRADE | REQUIRES | ARMOR | WEARS | MATERIAL |
|---|---|---|---|---|
| GREAT HELM (normal) | 21 | 84 | 140 | PLATE |
| GIANT'S HELM | 49 | 246 | 175 | PLATE |
| SPIRED HELM | 95 | 546 | 210 | PLATE |
Named items built on it
One relic wears this shape, with an authored block of bonuses on top.
Where it comes from
- THE RIFT carries it in its drop pool.
- BOOT HILL carries it in its drop pool.
- THE BUNKER carries it in its drop pool.
Every one of those pools carries GIANT'S HELM and SPIRED HELM along with it — the game expands a pool entry into its whole grade family at roll time — so the same venues keep paying this shape out at requirements 95 deep.