Updated 15 Sep 2026
Uniques/Main Hand/Roll Call

Roll Call is a Demon Unique staff with no boss attached: any drop at Threat 27 or higher can turn out to be it, and at that Threat 0.5% of what falls comes up Unique. It is built on Perfect Spiritcaller Staff — step 6 of the Spiritcaller Staff line, item level 80 and up.

It always rolls the same numbers: +48 Power, +15% Ultimate Generation, +34% Power, +12% Ultimate Generation, +36% Summon Damage, +60% Ultimate Generation, +30% Cooldown Recovery and +6% Spell Leech.

On top of that it carries Roll Call — Grand Convergence fires twice over a 40% wider ring and your Main seats 1 more wisp, but it recharges 35% slower.

It is Adventure Mode loot.

Wearing it hands you Spirit Seed and Grand Convergence.

“Everyone answers. Then everyone answers again.”

Item text

as it reads in game
+48 Powerbase
+15% Ultimate Generationbase
+34% Power
+12% Ultimate Generation
+36% Summon DamageT9 · 33–38
+60% Ultimate GenerationT9 · 55–63
+30% Cooldown RecoveryT9 · 27–34
+6% Spell LeechT8 · 5–6
Roll Call — Grand Convergence fires twice over a 40% wider ring and your Main seats 1 more wisp, but it recharges 35% slower.

The numbers it locks in

the same on every copy
AffixTierValueNormal range
Summon Damage prefixT9+36%33–38
Ultimate Generation suffixT9+60%55–63
Cooldown Recovery suffixT9+30%27–34
Spell Leech prefixT8+6%5–6

The part the stats don't show

what makes it worth hunting
Roll Call
Grand Convergence fires twice over a 40% wider ring and your Main seats 1 more wisp, but it recharges 35% slower.
4 effects: mutation, slot, slot, slot

Plays with

what to build around it

Other Unique staffs

15 to compare