Updated 2 Oct 2026
Uniques/Main Hand/Roll Call

Roll Call is a Demon Unique staff with no boss attached: it drops anywhere in Hell, most often from H8 up (rarer below that home difficulty, never above it), and nowhere else. Every copy is item level 110, and there 0.2% 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: +96 Power, +15% Ultimate Generation, +78 Power, +14% Ultimate Generation, +42% Summon Damage, +69% Ultimate Generation, +34% Cooldown Recovery and +10% Spell Leech.

One Unique drop in 40 is a Mythical copy: the same item carrying 15–25% Mythical Energy that boosts every stat on it and can never be changed; the 15% floor is 10 times as common as the perfect 25%.

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.

Wearing it hands you Spirit Seed and Grand Convergence.

“Everyone answers. Then everyone answers again.”

Item text

as it reads in game
+96 Powerbase
+15% Ultimate Generationbase
+78 Power
+14% Ultimate Generation
+42% Summon DamageT10 · 39–44
+69% Ultimate GenerationT10 · 64–73
+34% Cooldown RecoveryT10 · 30–38
+10% Spell LeechT10 · 9–10
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 prefixT10+42%39–44
Ultimate Generation suffixT10+69%64–73
Cooldown Recovery suffixT10+34%30–38
Spell Leech prefixT10+10%9–10

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