PLAY ADA'S TRAIL Ada's Trail

RIFTMAW

RIFTMAW
ITEM LEVEL 33
DAMAGE15–44
DPS28.0
SPEED1.10
RANGE160
+8 DEXTERITY
+80% DAMAGE
+8% CRIT
UNIQUE ITEM
REQUIRES LEVEL 19

RIFTMAW is a unique built on the BLUNDERBUSS, 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 19, the requirement of the base underneath it rather than its own item level of 33 — which is why it can land in your hands long before it looks like it should.

THE PHYSICS ARE — ON THE RECORD — FLEXIBLE.

Underneath the name it is a BLUNDERBUSS: The shotgun's flared-brass great-grandfather, loaded with whatever fit down the muzzle — gravel, nails, a spare button. Its last owner vanished off a ship's manifest in 1721.

What it does

  • VOLLEYEach pull throws 5 projectiles across a 32° fan, and every one of them carries the full blow — so point blank it is one enormous hit and across a crowd it is 5 separate ones.
  • 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 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.
  • WILDIts blows swing ±50% around the average — far wider than the usual band. The mean is unchanged; the excitement is not.
  • 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.

RIFTMAW, a unique weapon in Ada's Trail, shown on the map of GOODCO HQ where it drops
RIFTMAW — where it drops, in GOODCO HQ.

Where it comes from

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.