THE RIFTWIDOW
- LEGENDARY
- WEAPON
- MELEE
- LEVEL 48
- WORLD RELIC
- KEEPER
THE RIFTWIDOW is a legendary built on the FLAMBERGE, 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 48, the requirement of the base underneath it rather than its own item level of 88 — 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.
It is a keeper. Its headline bonus is a fraction of your own numbers rather than a flat lump, so it reads modest the day you find it and grows with you for the rest of the campaign.
THE WAVED EDGE WAS FOR CATCHING A POLEARM. IT TURNS OUT TO CATCH OTHER THINGS.
What it does
- SWEEPThe swing carves a 165° cone and strikes everything standing in it. INTELLECT widens that cone as you grow, out to a full half circle.
- 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.
- EDGEDIt has an edge. A blow that takes a body's whole health in one goes clean through it, and the two halves fall apart along the swing.
- PRICED FORAbout 4 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 1.9× — a flat trait of the melee 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.
A dropped copy carries 200 swings of wear. At zero it does not shatter — it falls into the bag unusable until a repair kit mends it, and the hero draws the best thing left.
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.
- GRANTS CIRCLING FLAME II
- +80% DAMAGE
- +18 STRENGTH
- +8% CRIT
Where it comes from
Nothing in the campaign is authored to hand it over, so it only turns up where the general loot rules reach it.
The legendary tier does not drop at all below monster level 40. At that level it rolls at 0.08%, and every level past it adds a little more.
Who you kill matters more than depth does: a boss adds 0.65% on top and a named elite 0.20%, 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.