LONGWATCH
- UNIQUE
- WEAPON
- RANGED
- LEVEL 9
- FROST SIGNATURE
- WORLD RELIC
LONGWATCH is a unique built on the SURPLUS CARBINE, and every copy carries the same bonuses — the block is authored, not rolled, so there is no such thing as a badly rolled one.
It is worn from level 9, the requirement of the base underneath it rather than its own item level of 16 — which is why it can land in your hands long before it looks like it should.
It is a world relic: it belongs to one place, drops from anything standing in it, and only once the hero has out-levelled a first pass through — so it is farmed on a return trip rather than found on the way past.
THE WATCH ENDS WHEN THE MARK FALLS. THE WATCH HAS NOT ENDED.
Underneath the name it is a SURPLUS CARBINE: Military surplus that hitched a ride up in a crate marked SCIENTIFIC EQUIPMENT. One deliberate tracer at a time, and the round doesn't stop at the first body.
What it does
- PIERCINGThe round punches through 1 more body before it spends itself, so a queued-up line is one shot rather than 2.
- BOTH HANDSIt takes the off hand as well, so you carry no shield and no bag while it is drawn. That is what the extra damage is paying for — a two-hander is forged above the budget line every one-hander sits on, because the alternative to carrying one is carrying a fifth piece of armour.
- PRICED FORAbout 1.5 targets a swing. That is what the damage budget assumes it reaches, which is why a wide weapon carries a smaller blow than a narrow one of the same level.
- CRIT WEIGHTA critical hit lands for 2.05× — a flat trait of the ranged class, the same on every weapon in it. Your build earns the crit CHANCE; the class fixes what a crit is worth.
- SALVAGEIt melts down: the merchant pays double what an ordinary piece of its worth fetches.
It feeds on bullets, one round per trigger pull however many projectiles that pull throws. In exchange it never wears out and never needs a repair kit — it runs dry instead, and the hero puts it away for whatever he can still fire.
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.
Its bonuses
Fixed on every copy. Only the base damage moves, by a ±10% band rolled per drop — so two copies differ a little and a well-rolled one is worth keeping.
- +8% CRIT
- +5 DEXTERITY
Where it comes from
- anything standing on GOODCO HQ can drop it on EASY, MEDIUM and HARD.
The unique tier does not drop at all below monster level 15. At that level it rolls at 0.36%, and every level past it adds a little more.
Who you kill matters more than depth does: a boss adds 5% on top and a named elite 2%, while an ordinary minion's chance is cut to 20% of the figure above. That is the whole reason the set pieces are farmed off the set pieces.
Once a roll lands the tier, which NAME it pays is a second weighted pick across every item eligible for that slot. This one's weight is 100 — the catalog default, so it is neither favoured nor held back.