Haunting Girdle

Haunting Girdle

Legendary Belt

  • Legendary
  • Level 70

Properties

440–506 Armor

Primary Attributes

  • +416–500 Vitality

Secondary Attributes

  • Haunt releases 1 extra spirit. (Witch Doctor Only)

Random Affixes

  • +416–500 Strength
  • +416–500 Dexterity
  • +416–500 Intelligence

Ancient & primal values

Ancient

  • +550–650 Strength
  • +550–650 Vitality

Primal

  • +650 Strength
  • +650 Vitality

Fixed properties of the ancient form; primal items roll the top value of the ancient range. Game files, version 2.8.0.

All possible random properties (37 primary, 14 secondary)

Besides its fixed properties, this item rolls 2 primary and 1 secondary properties at random from these lists.

Primary

  • +10–15% Life
  • Regenerates 4,643–5,528 Life per Second ancient 6,080–7,185
  • +91–100 Resistance to All Elements ancient +110–130
  • +416–500 Strength ancient +550–650
  • +416–500 Dexterity ancient +550–650
  • +416–500 Intelligence ancient +550–650
  • +416–500 Vitality ancient +550–650
  • +373–397 Armor ancient +436–516
  • Sockets (1–1)
  • Barbarian +10–15% damage: Bash, Cleave, Frenzy, Weapon Throw
  • Crusader +10–15% damage: Punish, Slash, Justice, Smite
  • Demon Hunter +10–15% damage: Hungering Arrow, Entangling Shot, Bolas, Evasive Fire, Grenade
  • Monk +10–15% damage: Fists of Thunder, Deadly Reach, Crippling Wave, Way of the Hundred Fists
  • Necromancer +10–15% damage: Bone Spikes, Grim Scythe, Siphon Blood
  • Witch Doctor +8–15% damage: Poison Dart, Plague of Toads
  • Witch Doctor +10–15% damage: Corpse Spiders, Firebomb
  • Wizard +10–15% damage: Magic Missile, Shock Pulse, Spectral Blade, Electrocute

Secondary

  • +32–35% Extra Gold from Monsters
  • Monster kills grant +140–200 experience. ancient +220–260
  • Increases Gold and Health Pickup by 1–2 Yards.
  • +141–160 Physical Resistance ancient +176–210
  • +141–160 Fire Resistance ancient +176–210
  • +141–160 Cold Resistance ancient +176–210
  • +141–160 Lightning Resistance ancient +176–210
  • +141–160 Poison Resistance ancient +176–210
  • +141–160 Arcane Resistance ancient +176–210
  • +5,334–7,696 Thorns Damage ancient +7,697–9,500
  • Level Requirement Reduced by 2–30 ancient 30–40
  • +4,252–5,942 Life after Each Kill ancient +6,536–7,725
  • 1–5.1% Chance to Freeze on Hit
  • Ignores Durability Loss

Pool of the item type from the game files, version 2.8.0. Skill damage bonuses only carry weight for their class. All properties of this slot

This belt seethes with strange and disturbing magic. It upsets the fine balance between this world and the Unformed Land. To wear this is to tempt the fates.

One more spirit for the Witch Doctor

The Haunting Girdle is a simple but valuable piece for Witch Doctors who rely on the Haunt skill: it simply summons one additional spirit. More spirits mean more sustained area damage with no change to your rotation. Since the belt also carries Vitality and all-class attributes alongside the effect, it slots cleanly into both defensive and offensive builds.

Because Haunt ticks passively once cast, the belt earns its keep mainly in longer fights against elite packs and bosses. My tip: pair it with effects that extend the duration or damage of your spirits, so that the extra spirit stays active as continuously as possible and isn't lost in the gaps between recasts.

Why One More Spirit Hits More Targets

According to the skill text, an enemy can only be haunted by one spirit at a time. The belt's extra spirit therefore seeks out another target, so its value grows with the number of enemies. Each spirit deals 4000% weapon damage over 12 seconds and moves on to another nearby enemy when its victim dies. The power has no roll range: every Haunting Girdle adds exactly 1 extra spirit.

Runes for Haunt

  • Resentful Spirits releases two spirits with every cast, with the belt adding its own on top.
  • Poisoned Spirit makes haunted enemies take 20% more damage from your attacks.
  • Draining Spirit returns 12 Mana per second against a cast cost of 50 Mana.
  • Lingering Spirit lets the spirit linger for up to 10 seconds looking for new enemies.
  • Consuming Spirit returns Life per second and turns the damage into Fire.

Rolls and Pairings

Vitality at 416–500 is fixed, and the main stat also rolls at 416–500; as a Witch Doctor you need Intelligence. Life percent and Armor round out the belt. It is often combined with Jade Harvester's Wisdom and Courage, Squirt's Necklace, Unity, Ring of Emptiness and Lakumba's Ornament. The flavor text warns that the belt seethes with disturbing magic and upsets the balance between this world and the Unformed Land.