Sebor's Nightmare

Sebor's Nightmare

Legendary Belt

  • Legendary
  • Level 70

Properties

440–506 Armor

Secondary Attributes

  • Increases Gold and Health Pickup by 1–2 Yards.
  • Haunt is cast on all nearby enemies when you open a chest. (Witch Doctor Only)

Random Affixes

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

Ancient & primal values

Ancient

  • +550–650 Strength

Primal

  • +650 Strength

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 3 primary and 0 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

Sebor's Nightmare can easily make the difference between staying in this land or passing on to the next. For, though highly unlikely, the opening of a chest can have dire results on occasion.

Sebor's Nightmare

This belt makes something as casual as opening a chest dangerous, but for your enemies: the moment you open a chest, Haunt is cast on all nearby foes. You get a free curse-style effect on top, with no skill slot of your own and no resource cost.

Sebor's Nightmare is more of a situational, niche fun belt than a load-bearing build piece, but it can serve as a filler in setups with lots of chests, opening up brief damage or control windows. My tip: use it where enemies and chests cluster together, and deliberately hold off on opening the chest until foes have gathered, so the cast effect catches as many targets as possible at once.

What Haunt brings along

In its base form, a spirit haunts an enemy and deals 4000% weapon damage as Cold over 12 seconds. If the enemy dies, the spirit moves on to another one nearby, but an enemy can only be haunted by one spirit at a time. Cast by hand, Haunt costs 50 Mana; through the belt that cost disappears.

For every class

The power is not tied to a class. Even characters who cannot use Haunt at all trigger the spell through the belt. The power has no roll range either, so every Sebor's Nightmare works the same.

Stats

The belt has a fixed 1–2 yard increase to the pickup radius for gold and health globes and rolls 416–500 Strength, Dexterity or Intelligence. Pick your class's main stat.

Dangerous chests

The flavor text plays on the power: Sebor's Nightmare can easily make the difference between staying in this land and passing on to the next, for though it is highly unlikely, opening a chest can occasionally have dire results.