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Rule-changing gear

Unique Items

Turn any Ok equipment base into rule-changing Unique gear through fixed recipes at the Second Wind Academy.
12 recipesAcademy crafted
Recipe count12
Required inputOk equipment
Recipe additionsSignature + 4
Forge operationsNone

How Academy recipes work

Flexible base
Choose one carried or equipped Ok item. Its item ID, base, equipment slot, item level, and existing affixes are preserved exactly; the output name combines that base label with the recipe suffix.
Recipe roll
Every recipe has a Signature and a five-stat pool. One stat is omitted uniformly at craft time, while the other four receive level-eligible tiers and values. The first lowest-tier addition is then rerolled once, including its value. Recipe stats ignore ordinary slot and category restrictions.
Discovery
A recipe’s identity, Signature, effect, output name, and five-stat pool remain hidden as ??? until that hero completes the recipe once. Material costs stay visible, and the reveal persists even if the resulting item is later sold or lost.
Duplicates and cap
A recipe addition may duplicate an inherited affix. The Signature occupies one of the eight affix positions, leaving room for at most seven normal affixes.
Atomic commitment
The selected Ok item and listed Unique Materials are committed together. If the item or materials are invalid, nothing is consumed.
Duplicate Signatures
Normal stats from every equipped copy contribute. A Signature mechanic activates once while at least one matching recipe item is equipped.

Values are read from the same gameplay catalogs used by Worlds Worth Looting.

Unfinished Weather

Output suffix: of Unfinished Weather · 35 materials

Signature — Prismatic Discharge

Cast three manual Active Hearts with different affinities within 5 seconds. The third Heart’s first damaging hit deals two extra hits, each at 25% of that hit’s damage in one previous affinity and with half that Heart’s ailment chance. Cannot Echo or trigger another Discharge.

Unfinished Weather material cost
Unique MaterialRequired
Starfall Dust8
Voidglass Shard3
Moon Pearl2
Frostfeather7
Emberwing5
Silver Scale10
Unfinished Weather five-stat pool; one is omitted when crafted
AffixRoll behavior
PowerNormal level-eligible tier and value
ManaNormal level-eligible tier and value
Mana regenNormal level-eligible tier and value
Critical chanceNormal level-eligible tier and value
Critical damageNormal level-eligible tier and value
Sequence
Only completed manual active Heart casts count. The rolling suffix must contain three different Earth, Fire, Ice, Lightning, or Force affinities within five seconds; repeating an affinity keeps only the newest distinct suffix.
Arming and consumption
The third cast snapshots the two previous affinities and half of each cast's compatible native ailment chance. Its first damaging hit consumes the discharge globally, including across multicast, delayed effects, deployables, summons, and multiple targets. An evaded Heart to Heart hit does not consume it.
Secondary hits
If the primary target survives, it receives two separate hits at 25% of the triggering hit's pre-mitigation damage, one in each prior affinity. They use normal defense, global gear critical stats, damage variance, vulnerability, and native affinity ailments; Earth Bleed rupture and Ice Freeze payoff remain native outcomes.
Excluded propagation
Discharge hits cannot Echo, Relay, chain, vacuum, knock back, Root, apply defense Shred, trigger gear procs, arm another Prismatic Discharge, or inherit other Skill Heart behavior affixes.

Foreman’s Work Order

Output suffix: of the Foreman’s Work Order · 40 materials

Signature — Work Order

When a wand projectile hits a monster, Turrets and Summons target that monster if able. Each equipped Turret and Summon Heart may keep 1 additional deployed unit active.

Foreman’s Work Order material cost
Unique MaterialRequired
Runesteel Fragment9
Gilded Idol1
Watcher's Eye6
Razor Talon10
Forked Bone9
Briarback Shell5
Foreman’s Work Order five-stat pool; one is omitted when crafted
AffixRoll behavior
EssenceNormal level-eligible tier and value
ManaNormal level-eligible tier and value
Deployable Heart effective levelNormal level-eligible tier and value
Deployable Heart damageNormal level-eligible tier and value
Deployable Heart durationNormal level-eligible roll; 2× effective value
Work Order target
The monster directly struck by the newest wand projectile becomes the shared target. Explosion splash targets and the Heart to Heart enemy do not issue Work Orders.
If able
Each Turret or Summon obeys while the marked monster is alive, damageable, and inside that unit's effective range. An unable unit uses its ordinary nearest-target or follow behavior without discarding the shared mark.
Additional deployment
Each Turret or Summon Heart slot keeps its newest complete cast group plus the newest single unit from its previous cast. Multicast remains intact on the newest Summon group; Mines receive no extra capacity.
Extended duration
Deployable Heart duration rolls a normal level-eligible tier and value, then contributes twice that rolled value. Its effective bonus can therefore exceed the ordinary maximum for its displayed tier.

Night Shift

Output suffix: of the Night Shift · 36 materials

Signature — Unsupervised Labor

An Active Heart may occupy the Automatic slot. It targets the nearest monster automatically whenever it is off cooldown and has a target, but deals 50% damage and cannot Multicast or Echo.

Night Shift material cost
Unique MaterialRequired
Gloam Shell7
Watcher's Eye5
Gravebound Skull2
Dusk Horn11
Silkwing10
Voidglass Shard1
Night Shift five-stat pool; one is omitted when crafted
AffixRoll behavior
EssenceNormal level-eligible tier and value
ManaNormal level-eligible tier and value
Maximum manaNormal level-eligible tier and value
Burst Heart effective levelNormal level-eligible tier and value
Burst Heart damageNormal level-eligible tier and value
Expanded Automatic slot
While Unsupervised Labor is active on equipped gear, Heart 4 accepts one Active Heart in addition to its ordinary Aura and Passive Hearts. The Active Heart cannot be triggered manually.
Targeting and timing
When Heart 4 is ready, it begins its normal cast time against the nearest damageable monster whose hitbox reaches its effective range or area. It continually refreshes the nearest target during windup and cancels without cost or cooldown if no target remains.
Parallel labor
The automatic windup does not stop movement, Dodge, Wand attacks, or manual Heart casts and is not interrupted by damage. It spends ordinary Mana when it completes, then starts the Heart's ordinary cooldown. If Mana is unavailable, it cancels silently and remains ready to try again.
Half-output isolation
Every direct and delayed hit, ailment, Turret, Mine, and Summon from the automatic cast deals 50% damage. Multicast and Echo are disabled, while native Eruption fields, Swarm motes, Orbit motes, Spiral blades, critical hits, Chain, Relay, Returning, recovery modifiers, and gear procs retain their ordinary behavior.
No manual-cast hooks
Unsupervised Labor does not advance manual cast rotations, Passive attunement, Quick Recovery, Prismatic Discharge, Class Tree on-cast sequences, tutorial steps, or the hero's cast animation. Removing the last matching equipped item returns an Active Heart 4 to carried Hearts and clears only its automatic windup, cooldown, and lingering creations; another equipped copy preserves them.

Last Vein

Output suffix: of the Last Vein · 46 materials

Signature — Sanguine Ward

Maximum Life is reduced by 60%, and this item cannot roll Bloodbound. Bloodbound from other sources is twice as potent and recovers twice as quickly. While at maximum Life, each point Bloodbound would restore grants 1 temporary Sanguine Ward instead, up to 200% of the reduced maximum Life. After 2 seconds without gaining Ward, it decays by 10% of its current value per second.

Last Vein material cost
Unique MaterialRequired
Gravebound Skull3
Wildheart2
Dusk Horn12
Forked Bone11
Moon Pearl1
Silver Scale9
Emberwing8
Last Vein five-stat pool; one is omitted when crafted
AffixRoll behavior
PowerNormal level-eligible tier and value
Life regenNormal level-eligible tier and value
Evasion RatingNormal level-eligible tier and value
Chance to bleed on hitNormal level-eligible tier and value
Critical chanceNormal level-eligible tier and value
Life sacrifice
The 60% penalty multiplies the hero’s final maximum Life after Condition, flat Life, and percentage maximum-Life bonuses. Equipping the Signature immediately clamps current Life to the reduced maximum.
Empowered Bloodbound
The Covenant cannot roll Bloodbound, but Bloodbound from gear and Skill Hearts has twice its normal recovery amount and resolves twice as quickly: the doubled total is recovered over 1.5 seconds instead of 3.
Ward gain
Bloodbound restores missing Life first. Each recovery point that arrives while the hero is at maximum Life becomes 1 temporary Sanguine Ward, including overflow from a recovery tick that fills Life.
Ward cap
Sanguine Ward stacks up to 200% of the hero’s reduced maximum Life—the maximum after the Covenant’s 60% penalty. It absorbs post-mitigation damage before Life and is cleared when the Covenant is removed or combat ends.
Ward decay
After 2 seconds without gaining more Ward, Sanguine Ward loses 10% of its current value each second. Any actual Ward gain restarts the delay; absorbing damage does not.

Redline

Output suffix: of the Redline · 44 materials

Signature — Paid in Full

Manual Hearts spend Life instead of Mana at two Life per Mana and cannot reduce Life below 1. Maximum Mana is added to Maximum Life. Mana recovery and Aetherbound are disabled.

Redline material cost
Unique MaterialRequired
Runesteel Fragment15
Emberwing8
Wildheart1
Gilded Idol4
Razor Talon14
Gravebound Skull2
Redline five-stat pool; one is omitted when crafted
AffixRoll behavior
ConditionNormal level-eligible tier and value
LifeNormal level-eligible tier and value
Maximum lifeNormal level-eligible tier and value
Life regenNormal level-eligible tier and value
Armor RatingNormal level-eligible tier and value
Converted maximum
The hero’s fully computed maximum Mana—including Essence, gear, percentage bonuses, and Class Tree bonuses—is added to fully computed maximum Life. If Covenant of the Last Vein is also equipped, its 40% multiplier applies after the two pools are combined.
Life payment
Each manual Heart spends 2 Life per point of its finalized Mana cost. Payment is not damage, cannot be absorbed, does not interrupt Bloodbound or casting, and is allowed only when it leaves at least 1 Life.
Mana lock
Current Mana is set to zero. Mana regeneration, Mana potions, Mana orbs, Aetherbound, and other positive or negative Mana recovery cannot change it while Paid in Full is active. Mana potions remain carried and become usable again after unequipping the Apron.
Heart interactions
Automatic Aura and Passive Hearts remain free. Braced Casting and Pressure Vessel use the current-Life ratio instead of the Mana ratio. Quick Recovery can still refund cooldown, but it does not refund the Life payment.

Hook and Root

Output suffix: of Hook and Root · 45 materials

Signature — Tear Up the Ground

When a Skill Heart applies positive Knockback or Vacuum to a monster that was already Rooted, the prevented post-resistance movement deals fixed Force damage equal to up to 100% of the triggering hit, reaching full damage at 80 pixels, then consumes Root. This damage cannot critically strike or trigger hit effects.

Hook and Root material cost
Unique MaterialRequired
Briarback Shell6
Crownstag Antler2
Wildheart1
Razor Talon13
Forked Bone12
Runesteel Fragment11
Hook and Root five-stat pool; one is omitted when crafted
AffixRoll behavior
PowerNormal level-eligible tier and value
QuicknessNormal level-eligible tier and value
Chance to stun on hitNormal level-eligible tier and value
Armor Penetration RatingNormal level-eligible tier and value
Critical chanceNormal level-eligible tier and value
Pre-existing Root
The monster must already be Rooted before the triggering hit begins. A Heart that applies Root and displacement on the same hit leaves Root active for a later payoff instead of consuming it immediately.
Eligible hits
Only hero Skill Heart hits carrying positive Knockback or Vacuum qualify. Ordinary Wand Knockback and Heart to Heart combat do not trigger Tear Up the Ground.
Prevented movement
Knockback and Vacuum are reduced by the monster’s displacement resistance first, and Vacuum is clamped so it cannot pull past its focal point. Their remaining distances are added; the bonus scales linearly and reaches 100% of the triggering hit at 80 pixels.
Damage and consumption
The bonus uses the triggering Heart hit’s ordinary post-mitigation damage before Blind’s direct-hit bonus. It deals fixed Force ability damage without another mitigation pass, cannot critically strike or trigger ailments, recovery, Relay, or another displacement payoff, then consumes Root.

Returning Step

Output suffix: of the Returning Step · 42 materials

Signature — There and Back

Dodging leaves an anchor for 1.2 seconds. After the dodge ends, press Dodge again to return to it without spending another charge. Returning does not interrupt an active Heart cast or grant additional damage immunity.

Returning Step material cost
Unique MaterialRequired
Frostfeather4
Silkwing9
Dusk Horn8
Razor Talon8
Silver Scale8
Watcher's Eye4
Wildheart1
Returning Step five-stat pool; one is omitted when crafted
AffixRoll behavior
QuicknessNormal level-eligible tier and value
LifeNormal level-eligible tier and value
Evasion RatingNormal level-eligible tier and value
Movement speedNormal level-eligible tier and value
Maximum evade chanceNormal level-eligible tier and value
Anchor window
A successful Dodge marks its exact starting position for 1.2 seconds from the moment the Dodge begins. The cyan ground marker fades as the window expires; taking damage does not remove it.
Return timing
Dodge can return only after the outward 0.24-second Dodge has ended. Pressing Dodge early is ignored rather than queued. A valid return teleports directly to the anchor, bypassing intervening terrain.
Cost and safety
Returning spends no Dodge charge, starts no recharge, does not consume a free Stamina-potion Dodge, and does not count as another Dodge. It grants no new immunity and neither extends nor removes immunity left from the outward Dodge.
Interruptions and cleanup
Returning preserves an active Heart cast. Root, Freeze, and Stun block the return without consuming the anchor, but its timer continues. The anchor clears when it expires, the last matching item is removed, the hero dies or changes location, or a save is reloaded.

Single Spectrum

Output suffix: of the Single Spectrum · 52 materials

Signature — Single Spectrum

While Heart 1 is equipped, Hearts 2 and 3 adopt its affinity, compatible ailment and Shred modifiers, visuals, and equipment Affinity scaling. Hearts 2 and 3 deal 15% less damage, even if they already match Heart 1. Completed casts retain the affinity they resolved with.

Single Spectrum material cost
Unique MaterialRequired
Voidglass Shard4
Moon Pearl3
Starfall Dust8
Watcher's Eye8
Silver Scale12
Gloam Shell8
Gilded Idol2
Frostfeather7
Single Spectrum five-stat pool; one is omitted when crafted
AffixRoll behavior
PowerNormal level-eligible tier and value
ManaNormal level-eligible tier and value
Maximum manaNormal level-eligible tier and value
Critical chanceNormal level-eligible tier and value
Critical damageNormal level-eligible tier and value
Activation
Single Spectrum is active while a matching recipe item is equipped and Heart 1 is equipped. Heart 1 and the automatic Heart 4 never change; Hearts 2 and 3 adopt Heart 1’s affinity even when their original affinity already matches it.
Converted modifiers
A converted Heart’s native ailment modifier becomes Bleed, Burn, Cold-stack, Electrify, or Blind chance for the adopted affinity at the same tier and value. Armor Shred and Magic Shred swap when the adopted affinity changes defense family. All other modifiers remain unchanged.
Scaling and tradeoff
The adopted affinity selects visuals, cast sounds, defense family, Summon profile, equipment Affinity levels, and equipment Heart Amplification damage. The converted Heart then deals 15% less final Heart damage; Mana cost, cast time, cooldown, range, area, and duration are unaffected.
Cast snapshot
Conversion resolves when the cast completes, so removing the last matching item or changing Heart 1 during windup changes that cast’s result. Direct hits, delayed effects, deployables, and Summons retain the resolved affinity and damage penalty afterward. The same rule applies to Heart to Heart rivals.

Empty Hooks

Output suffix: of Empty Hooks · 47 materials

Signature — Make Room

Passive and Aura Hearts may occupy manual slots. They operate automatically at 50% potency, and each reserves 20% of maximum Mana.

Empty Hooks material cost
Unique MaterialRequired
Forked Bone10
Gravebound Skull3
Silkwing9
Dusk Horn9
Runesteel Fragment8
Gloam Shell6
Crownstag Antler2
Empty Hooks five-stat pool; one is omitted when crafted
AffixRoll behavior
PowerNormal level-eligible tier and value
EssenceNormal level-eligible tier and value
ManaNormal level-eligible tier and value
Maximum manaNormal level-eligible tier and value
Magic Resistance RatingNormal level-eligible tier and value
Expanded loadout
While Make Room is active on equipped gear, Aura and Passive Hearts may occupy Hearts 1–3 as well as the ordinary automatic Heart 4. Active Hearts still cannot occupy Heart 4.
Half effect
Automatic Hearts in Hearts 1–3 contribute 50% of their final numeric effect. Passive defenses, regeneration, movement speed, and Evasion are halved; Aura debuff potency is halved. Aura radius, pulse frequency, lingering duration, and identical-debuff strongest-only behavior are unchanged.
Mana reservation
Each automatic Heart in Hearts 1–3 reserves 20% of fully computed maximum Mana, up to 60%. Heart costs and percentage-of-maximum calculations still use the visible total, while current Mana, recovery, refills, potions, and Aetherbound are capped by the usable unreserved portion. Releasing Mana does not refill it.
Removal
Removing or replacing Chorus returns now-illegal manual Aura and Passive Hearts to the carried Heart inventory, clears their runtime state, and clamps current Mana.

Moving Load

Output suffix: of the Moving Load · 45 materials

Signature — Moving Load

After moving continuously for 0.4 seconds, Armor becomes Evasion. After standing still continuously for 0.8 seconds, Evasion becomes Armor. During either transition, Armor and Evasion remain separate. Percentage reinforcement applies after conversion.

Moving Load material cost
Unique MaterialRequired
Runesteel Fragment15
Briarback Shell8
Silver Scale15
Crownstag Antler4
Wildheart3
Moving Load five-stat pool; one is omitted when crafted
AffixRoll behavior
ConditionNormal level-eligible tier and value
LifeNormal level-eligible tier and value
Armor RatingNormal level-eligible tier and value
Evasion RatingNormal level-eligible tier and value
Movement speedNormal level-eligible tier and value
Neutral transitions
Moving Load begins neutral. Actual movement for 0.4 continuous seconds activates Evasion Load; a meaningful turn restarts that window. Stopping immediately returns to neutral, then 0.8 continuous seconds standing still activates Armor Load. Moving from Armor Load immediately returns to neutral.
Movement rules
Walking and outward Dodge travel count. Blocked movement, standing still while casting, and forced monster Knockback do not. During either neutral countdown, Armor and Evasion use their ordinary separate calculations.
Converted sources
An active Load combines all pre-reinforcement Armor and Evasion Rating: Condition, Quickness, flat equipment ratings, and Passive Heart ratings. Evasion Load converts that total to Evasion; Armor Load converts it to Armor. The other rating becomes zero.
Reinforcement order
Only the active destination’s percentage reinforcement multiplies the combined rating after conversion. Maximum damage-reduction and Evade caps, Shred, Penetration, and attacker Accuracy remain in their ordinary later stages. Equipping, removing, death, location changes, and ordinary save loading reset Moving Load to neutral.

Borrowed Skin

Output suffix: of Borrowed Skin · 52 materials

Signature — Shared Burden

Half the damage that would reach Life is redirected evenly among living Summons. Redirected damage cannot be evaded or mitigated, and damage beyond their combined remaining Life returns to you. While you have no living Summon, you take 20% more damage.

Borrowed Skin material cost
Unique MaterialRequired
Wildheart2
Silkwing15
Briarback Shell7
Silver Scale9
Gravebound Skull3
Forked Bone14
Moon Pearl2
Borrowed Skin five-stat pool; one is omitted when crafted
AffixRoll behavior
ConditionNormal level-eligible tier and value
LifeNormal level-eligible tier and value
Maximum lifeNormal level-eligible tier and value
Armor RatingNormal level-eligible tier and value
Magic Resistance RatingNormal level-eligible tier and value
Damage order
Shared Burden receives damage after Armor or Magic Resistance, Class Tree reductions, and Sanguine Ward. A hit fully absorbed by Ward never reaches Shared Burden and does not trigger its no-Summon penalty.
Living Summons
Only living monsters created by Summon Hearts share the burden. Tamed monsters, Turrets, and Mines do not count. The redirected half is divided evenly; if a Summon lacks enough Life, its unpaid share moves to healthier Summons.
Overflow
Redirected damage is dealt directly to Summon Life and cannot be evaded, mitigated, retaliated against, or recursively redirected. Damage beyond the Summons’ combined remaining Life returns to the hero. Summons slain this way vanish without loot, experience, or kill credit.
No Summon
While no living Summon Heart monster exists, damage that reaches Life is multiplied by 1.2 instead. Direct hits, Burn, Bleed, Heart to Heart attacks, Rupture, Burn Detonation, and Kinetic Crash all use the same rule.

Second Bell

Output suffix: of the Second Bell · 50 materials

Signature — Stand Your Ground

Dodge becomes a stationary 0.3-second Brace. Bracing a direct hit negates it and completes the longest remaining manual Heart cooldown. Brace provides no movement.

Second Bell material cost
Unique MaterialRequired
Runesteel Fragment15
Gilded Idol4
Silver Scale14
Briarback Shell7
Crownstag Antler2
Watcher's Eye8
Second Bell five-stat pool; one is omitted when crafted
AffixRoll behavior
ConditionNormal level-eligible tier and value
LifeNormal level-eligible tier and value
Armor RatingNormal level-eligible tier and value
Magic Resistance RatingNormal level-eligible tier and value
Maximum physical damage reductionNormal level-eligible tier and value
Brace action
While Second Bell is active on equipped gear, Dodge becomes a stationary 0.3-second Brace. It uses ordinary Dodge charges, recharge, Stamina-potion free actions, crowd-control restrictions, tutorial credit, and Slipcast behavior, but grants no movement or upfront invulnerability.
Eligible hit
The first direct monster attack, projectile, special, or Heart to Heart Heart hit during Brace is negated before Evasion and consumes Brace. Burn, Bleed, environmental damage, Kinetic Crash, and Admin test damage do not consume it. Existing invulnerability resolves first and leaves Brace intact.
Second Bell
A successful Brace immediately completes the longest positive cooldown among Hearts 1–3. Heart 1 wins a tie, then Heart 2 and Heart 3; Heart 4 is never refreshed. If all three manual Hearts are ready, the hit is still negated.
Follow-up safety
After the parry, 0.1 seconds of invulnerability prevents same-frame volleys and immediate follow-up hits. The negated hit does not interrupt casting or recovery and does not apply on-hit Root, Knockback, or other landed-hit effects.

Ownership and restrictions

What can happen to Unique equipment
AllowedProtected
Equip and unequipCraft a stat or upgrade its tier
Carry in the Hero Pack or store in Your spaceEnchant with any Orb
Sell, trash, or lose through normal death rulesIndividual or bulk salvage
Use legacy fixed-base Uniques normallyRarity promotion or affix replacement

Legacy ownership

Unique items from older saves keep their original fixed base, name, five normal affixes, and Signature. Newly recipe-crafted Uniques keep their chosen arbitrary base and generated name.