Gear Sets
Gear sets reward you for wearing several matching pieces at once. The more pieces of a set you have equipped, the stronger the set bonus — and set bonuses stack on top of the normal properties already on the gear.
How sets work
- Each set piece is marked in its name and drops with a special loot beam.
- Bonuses are tiered by how many pieces you have equipped at the same time. Equip and unequip freely — the bonus recalculates instantly, with floating text over your character telling you the set and how many pieces are active.
- A piece can sit in almost any slot (helm, armor, shield, weapon/staff, bracers, boots, belt, rings, amulet, cloak), so you assemble a set from whatever slots its pieces drop in. Two rings of the same set both count.
Ability sets
Ability sets can appear on any gear slot. Each one raises a single ability score as you wear more pieces:
| Pieces equipped | Bonus |
|---|---|
| 2 | +1 |
| 3 | +2 |
| 4 | +3 |
| 5+ | +4 |
There is one ability set for each of the six attributes:
| Set | Ability |
|---|---|
| Titan's | Strength |
| Zephyr's | Dexterity |
| Ironheart | Constitution |
| Archivist's | Intelligence |
| Oracle's | Wisdom |
| Sovereign's | Charisma |
Beyond the +12 cap
Normally the total ability bonus from gear is capped at +12. Ability set bonuses are special — they stack on top of that cap, so a fully geared character can reach +16 in a set's ability.
Aegis set (Armor Class)
The Aegis set grants Armor Class instead of an ability score:
| Pieces equipped | Bonus |
|---|---|
| 2 | +1 AC |
| 4 | +2 AC |
| 5+ | +3 AC |
Class sets
Class sets are rarer, pre-made pieces with their own fixed properties (plus extra random properties on top). They grant powerful bonuses, but only if you have enough levels in the set's class — wear the pieces without the class levels and the bonus simply won't apply.
Class set pieces are easy to spot: their names appear in lime green, and they drop with their own loot beam. Every class set has six pieces, one per slot, and you need 15 levels in the set's class for its bonuses to apply.
Beyond the +12 cap
A class set's ability bonus stacks on top of the normal +12 gear cap, just like ability sets — so a fully geared caster can reach +20 in the set's ability.
Spare sets have a use
Class set pieces you will never wear are fuel at Gibrigorn's Forge: four of them merge into a single set piece with the set and slot rerolled, and a Purifying Powder holds that roll to the sets you laid down. The forge is also the only way to move a set's armor into a different weight class — a full plate rogue starts there.
Out-of-date tooltips
A set piece's bonus text is written onto the item when it drops, so a piece you looted before a set was retuned can still describe the old bonuses. The bonuses you actually receive are always the current ones. Your gear's text is refreshed automatically at login after any change, or you can type /fixgear to refresh it right away.
Bloodfury (Barbarian)
A rage-and-survival set for Barbarians. It stacks Strength and Constitution, and the full set makes your rage relentless — shrugging off physical blows, regenerating, and running down anything that flees.
| Pieces equipped | Set bonus |
|---|---|
| 2 | +2 Constitution |
| 3 | +2 Strength, +2 Constitution, immunity to attack decrease |
| 4 | +2 Strength, +4 Constitution, immunity to attack & damage decrease |
| 5 | +4 Strength, +4 Constitution, immunity to attack & damage decrease, 5% physical damage immunity |
| 6 | +6 Strength, +6 Constitution, immunity to attack & damage decrease, 10% physical damage immunity, regenerate 3% of max HP per round, +10% movement speed, and the rage AC penalty is negated |
| Piece | Slot | Guaranteed properties |
|---|---|---|
| Bloodfury Warplate | Chest | +6–7 AC, +4–6 universal saves, immunity to fear |
| Bloodfury Beastmantle | Cloak | +6–7 AC, +4–6 Dexterity, immunity to death magic |
| Bloodfury Warhelm | Head | +4–6 Constitution, Darkvision, immunity to level/ability drain |
| Bloodfury Warstriders | Boots | +6–7 AC, +4–6 universal saves, Haste |
| Bloodfury Girdle | Belt | +4–6 Dexterity, immunity to poison, Improved Evasion |
| Bloodfury Rendclaws | Hands | +4–6 Strength, +3–5 regeneration, +30 Discipline |
Every piece also rolls additional random properties, up to 7 total.
Armor of Divinity (Paladin)
A holy set for Paladins, focused on Charisma and Wisdom. Uniquely, it uses a shield in place of a cloak. The full set turns your faith into a weapon: wounds dealt to you are answered with divine fire, failed Turn Undead attempts detonate, and Divine Might and Divine Shield are empowered.
| Pieces equipped | Set bonus |
|---|---|
| 2 | +2 Charisma |
| 3 | +4 Charisma, +2 Wisdom |
| 4 | +6 Charisma, +4 Wisdom |
| 5 | +8 Charisma, +6 Wisdom |
| 6 | +8 Charisma, +8 Wisdom, immunity to curse, plus the capstone below |
Capstone (6-piece):
- Holy Shield — anyone who wounds you in body is answered in kind. Physical damage dealt to you reflects back on the attacker as 1d4 divine damage per 2 Paladin levels (20d4 at Paladin 40), from melee and arrows alike, up to 6 times per round. It cannot be turned back on you by another Holy Shield.
- A failed Turn Undead attempt deals 1d8 divine damage per Paladin level to the target
- +4 to the power and +2 turns to the duration of Divine Might and Divine Shield
| Piece | Slot | Guaranteed properties |
|---|---|---|
| Templar's Plate | Chest | +6–7 AC, +4–6 Wisdom, Slashing resistance 15/- |
| Templar's Targe | Shield | +6–7 AC, immunity to knockdown, Piercing resistance 15/- |
| Templar's Vanguard | Head | Bludgeoning resistance 15/-, +30 Taunt |
| Templar's Sabatons | Boots | +6–7 AC, +4–6 universal saves, immunity to level/ability drain |
| Templar's Waistguard | Belt | Bonus Paladin spell slots (levels 1–4) |
| Templar's Gloves | Hands | Bonus feat: Extra Turning, +30 Concentration, immunity to death magic |
Every piece also rolls additional random properties, up to 7 total.
Sunwarden (Cleric)
A holy warding set for Clerics, built around Wisdom and divine power. The full set turns Turn Undead into a weapon and empowers your divine spells.
| Pieces equipped | Set bonus |
|---|---|
| 2 | +2 Wisdom |
| 3 | +4 Wisdom |
| 4 | +6 Wisdom, immunity to silence |
| 5 | +8 Wisdom, immunity to silence |
| 6 | +8 Wisdom, immunity to silence & mind spells, +10% divine spell damage, plus the capstone below |
Capstone (6-piece): any undead too powerful to Turn is instead smitten for 1d8 divine damage per Cleric level, and your Spell Resistance spell grants +4 additional Spell Resistance.
| Piece | Slot | Guaranteed properties |
|---|---|---|
| Sunwarden Plate | Chest (full plate) | +6–7 AC, Divine resistance 35/-, +3–8 AC vs Evil |
| Sunwarden Mantle | Cloak | Cast Mass Heal (2/day), immunity to death magic |
| Sunwarden Halo | Head | True Seeing, +8 saves vs negative energy |
| Sunwarden Striders | Boots | +6–7 AC, Freedom of Movement, +30 Discipline |
| Sunwarden Cincture | Belt | Bonus spell slots (levels 7, 8, and 9) |
| Sunwarden Handwraps | Hands | Cast Negative Energy Protection (2/day), +30 Heal, immunity to level/ability drain |
Every piece also rolls additional random properties, up to 7 total.
Astralweave (Wizard)
An arcane set for Wizards. Its ability bonus is Intelligence, and the full set wraps the wearer in permanent concealment.
| Pieces equipped | Set bonus |
|---|---|
| 2 | +2 Intelligence |
| 3 | +4 Intelligence |
| 4 | +6 Intelligence, immunity to deafness |
| 5 | +8 Intelligence, immunity to deafness & blindness |
| 6 | +8 Intelligence; immunity to deafness, blindness & silence; 60% concealment; +4 to hit with all Bigby's Hand spells; Premonition & Greater Stoneskin cast at one damage-reduction power higher (max /+9) |
| Piece | Slot | Guaranteed properties |
|---|---|---|
| Astralweave Robe | Chest (robe) | +6–7 AC, +4–6 Constitution, True Seeing |
| Astralweave Mantle | Cloak | +6–7 AC, +4–6 Strength, Spell Resistance 20 |
| Astralweave Circlet | Head | +4–6 Constitution, +30 Concentration, immunity to level/ability drain |
| Astralweave Slippers | Boots | +6–7 AC, Freedom of Movement, Haste |
| Astralweave Cord | Belt | +4–6 Dexterity, +8 Will saves, immunity to mind spells |
| Astralweave Gloves | Hands | Bonus spell slots (levels 7, 8, and 9) |
Every piece also rolls additional random properties, up to 7 total — so you can keep hunting for a better-rolled version of a piece you already have.
Dragonsoul (Sorcerer)
An arcane set for Sorcerers. Its ability bonus is Charisma, and the full set grants steady health regeneration.
| Pieces equipped | Set bonus |
|---|---|
| 2 | +2 Charisma |
| 3 | +4 Charisma |
| 4 | +6 Charisma, immunity to blindness |
| 5 | +8 Charisma, immunity to blindness & deafness |
| 6 | +8 Charisma; immunity to blindness, deafness & silence; regenerate 3% of max HP per round; +3 missiles to Isaac's Lesser & Greater Missile Storm; +3 save DC to damaging area spells (excludes damage-over-time) |
| Piece | Slot | Guaranteed properties |
|---|---|---|
| Dragonsoul Vestment | Chest (robe) | +6–7 AC, +4–6 Constitution, True Seeing |
| Dragonsoul Cape | Cloak | +6–7 AC, +4–6 Strength, Spell Resistance 20 |
| Dragonsoul Diadem | Head | +4–6 Constitution, +30 Concentration, immunity to level/ability drain |
| Dragonsoul Sandals | Boots | +6–7 AC, Freedom of Movement, Haste |
| Dragonsoul Sash | Belt | +4–6 Dexterity, +8 Will saves, immunity to mind spells |
| Dragonsoul Grips | Hands | Bonus spell slots (levels 7, 8, and 9) |
Every piece also rolls additional random properties, up to 7 total.
Nightshade (Assassin)
A stealth-and-poison set for Assassins. Its pieces are clothing, not armor, so your full Dexterity applies to AC with no armor cap. The set's Intelligence bonus is deliberate: it raises your Death Attack DC and lengthens Contagion's coating window, and the capstone turns your poison lethal.
| Pieces equipped | Set bonus |
|---|---|
| 2 | +2 Dexterity |
| 3 | +4 Dexterity, +2 Intelligence |
| 4 | +6 Dexterity, +2 Intelligence, +2 attack |
| 5 | +8 Dexterity, +4 Intelligence, +3 attack |
| 6 | +8 Dexterity, +4 Intelligence, +5 attack, immunity to stun, Apex Venom (below) |
Apex Venom (6-piece capstone) supercharges Contagion:
- +3 to Contagion's Fortitude save DC
- Each wounding tick deals +2d6 negative damage on top of the acid
- Wounding lasts +2 rounds longer
- +3 attack bonus while your Contagion coating is active
- Wreathed in a shadowy purple aura for as long as the full set stays equipped
The set's +4 Intelligence additionally grants roughly +2 Death Attack DC and +2 rounds of Contagion coating, through the normal Death-Attack and Contagion formulas.
| Piece | Slot | Guaranteed properties |
|---|---|---|
| Nightshade Leathers | Chest (clothing) | +6–7 AC, +20 Hide, +20 Move Silently |
| Nightshade Shroud | Cloak | +6–7 AC, +4–6 Dexterity, Improved Evasion |
| Nightshade Cowl | Head | True Seeing, Darkvision, immunity to level/ability drain |
| Nightshade Treads | Boots | +6–7 AC, Freedom of Movement, Haste |
| Nightshade Girdle | Belt | +4–6 Dexterity, +8 Reflex saves, immunity to fear |
| Nightshade Grips | Hands | +4–6 Dexterity, +30 Discipline, immunity to death magic |
Every piece also rolls additional random properties, up to 7 total.
Deadfall (Rogue)
A trapper's kit for Rogues, built to supercharge Rogue Traps. The early pieces give a rogue's staples — Dexterity, AC, attack, and saves — while the 5- and 6-piece bonuses unlock the trap payoff: harder-hitting, more reliable traps, and far more of them at once. Trap potency scales with your rogue levels, and this set adds effective rogue levels on top.
| Pieces equipped | Set bonus |
|---|---|
| 2 | +2 Dexterity |
| 3 | +2 Dexterity, +2 AC, +1 attack, +2 trap power, +1 trap/area |
| 4 | +4 Dexterity, +2 AC, +1 attack, +2 trap power, +1 trap/area |
| 5 | +4 Dexterity, +2 AC, +1 attack, +4 trap power, +4 Set Trap, +2 traps/area, +1 personal trap |
| 6 | +6 Dexterity, +2 AC, +3 attack, immunity to attack decrease, +8 trap power (effective rogue levels), +8 Set Trap, +4 traps per area, +3 of your own traps per area |
"Trap power" adds effective rogue levels for trap scaling — more damage and higher save DCs. "Set Trap" raises trap DCs. The area/personal limits stack on the base caps (6 per area / 3 of your own).
| Piece | Slot | Guaranteed properties |
|---|---|---|
| Deadfall Jerkin | Chest | +6–7 AC, Improved Evasion, +4–6 universal saves |
| Deadfall Shroud | Cloak | +6–7 AC, +20 Hide, +20 Move Silently |
| Deadfall Hood | Head | +4–6 Constitution, +20 Search, True Seeing |
| Deadfall Treads | Boots | +6–7 AC, Haste, +4–6 universal saves |
| Deadfall Toolbelt | Belt | +4–6 Dexterity, +20 Disable Trap, Freedom of Movement |
| Deadfall Gloves | Hands | +30 Set Trap, +20 Open Lock, Darkvision |
Every piece also rolls additional random properties, up to 7 total.
Stalwart (Fighter)
A battle-tested martial set for Fighters, focused on raw combat reliability rather than any single ability score. Early pieces round out attack and defense; the full set's capstone adds a bonus flavored to whichever Fighting Style you've chosen.
| Pieces equipped | Set bonus |
|---|---|
| 2 | +1 attack |
| 3 | +1 attack, +2 AC |
| 4 | +2 attack, +2 AC, +2 universal saves |
| 5 | +2 attack, +3 AC, +2 universal saves, immunity to attack decrease & knockdown |
| 6 | +3 attack, +3 AC, +3 universal saves, immunity to attack decrease, damage decrease & knockdown, wreathed in a blue aura, plus a Fighting Style bonus (see below) |
The 6-piece bonus additionally grants, based on your chosen Fighting Style:
| Style | Capstone bonus |
|---|---|
| Fencer | Parry-AC cap raised from +10 to +12 |
| Spartan | an additional +1 attack from the shield |
| Warlord | Strength damage bonus increases further, from 2x to 2.5x |
| Reaver | +1 to-hit on your off-hand attack; cleave splash damage increases from 50% to 75% of the triggering hit |
| Piece | Slot | Guaranteed properties |
|---|---|---|
| Stalwart Cuirass | Chest | +6–7 AC, +4–6 universal saves |
| Stalwart Mantle | Cloak | +6–7 AC, +4–6 Constitution, immunity to fear |
| Stalwart Helm | Head | +4–6 Strength, Darkvision |
| Stalwart Greaves | Boots | +6–7 AC, Haste, +4–6 universal saves |
| Stalwart Warbelt | Belt | +4–6 Dexterity, +20 Discipline, regeneration |
| Stalwart Gauntlets | Hands | +4–6 Strength, +3–5 attack, Freedom of Movement |
Every piece also rolls additional random properties, up to 7 total.
Iron Lotus (Monk)
A ki-focused set for Monks. It is the only class set that leaves the gloves/bracers slot free — a monk's gloves are their weapon, so the sixth piece is an amulet instead of hand armor. The chest piece is a robe, so nothing in the set suppresses your unarmored AC, fast movement or flurry.
| Pieces equipped | Set bonus |
|---|---|
| 2 | +2 Wisdom |
| 3 | +4 Wisdom, +1 attack |
| 4 | +6 Wisdom, +2 Dexterity, +2 Strength, +1 attack, +2 universal saves |
| 5 | +8 Wisdom, +4 Dexterity, +4 Strength, +2 attack, +3 universal saves, +5% Iron Fist chance and +1d6 to it |
| 6 | +8 Wisdom, +6 Dexterity, +6 Strength, +3 attack, +4 universal saves, immunity to stun, +10% Iron Fist chance and +3d6 to it, +2 to every monk save DC, and Wholeness of Body always restores you |
The Wisdom, Dexterity and Strength bonuses stack on top of the +12 gear cap.
The set grants no flat Armor Class of its own — a monk already turns its Wisdom and Dexterity into AC through the monk AC bonus, so the offensive line goes to attack bonus and Strength (your unarmed damage stat) instead. The individual pieces still carry AC as an item property, and four of them do: the Vestment (armour), Wrap (deflection), Sandals (dodge) and Prayer Beads (natural) each occupy a different AC pool, so all four add together.
| Piece | Slot | Guaranteed properties |
|---|---|---|
| Iron Lotus Vestment | Chest (robe) | +6–7 AC, +4–6 universal saves, Freedom of Movement |
| Iron Lotus Wrap | Cloak | +6–7 AC, +4–6 Constitution, immunity to death magic |
| Iron Lotus Circlet | Head | +4–6 Wisdom, True Seeing |
| Iron Lotus Sandals | Boots | +6–7 AC, Haste, +4–6 universal saves |
| Iron Lotus Sash | Belt | +4–6 Dexterity, +20 Discipline, regeneration |
| Iron Lotus Prayer Beads | Amulet | +6–7 AC (natural), +4–6 Wisdom, immunity to level/ability drain |
Every piece also rolls additional random properties, up to 7 total. The set deliberately grants no poison immunity, disease immunity or Improved Evasion — a monk already has all three from their own class features.
Wildheart (Ranger)
A hunter's set for Rangers, built around the three things the class already does: hunting chosen prey, fighting beside an animal companion, and putting a lot of attacks into a round.
| Pieces equipped | Set bonus |
|---|---|
| 2 | +2 Dexterity |
| 3 | +4 Dexterity, +1 attack |
| 4 | +6 Dexterity, +2 Wisdom, +1 attack, +2 universal saves, +1d6 vs favored enemies |
| 5 | +8 Dex, +4 Wis, +2 attack, +3 saves, +2d6 vs favored enemies, a stronger Greater Magic Fang, and your companion cannot be slain by death magic |
| 6 | +8 Dex, +6 Wis, +3 attack, +4 saves, +4d6 and +4 attack vs favored enemies, the improved Greater Magic Fang and companion ward, your animal companion is summoned in its apex form, plus +1 attack per round while in light or no armor |
The Dexterity and Wisdom bonuses stack on top of the +12 gear cap. The favored-enemy dice stack on top of the class bonus described on the Ranger page — a full set at ranger 40 is 4d6 from the class and 4d6 from the set.
Greater Magic Fang, with the set worn:
| Normally | With Wildheart | |
|---|---|---|
| Attack | +3 | +5 |
| Armor Class | +6 | +9 |
| Temporary HP | caster level × 5 | caster level × 8 |
| Damage | +2d6 | +2d10 |
| Damage reduction | — | 10/+3 |
| Regeneration | — | 5 per round |
The apex companion (6 pieces):
Your companion doesn't just grow — it comes back as a different monster, chosen so you can still see where it came from. The badger that spent its life digging returns as a bulette; the hawk returns as a griffon. It is the same creature you raised from level 1, and it is never anything else.
Every apex form gets all of this on top of the usual companion scaling:
| Apex bonus | |
|---|---|
| Attack | +8 |
| Armor Class | +2 dodge per 5 ranger levels (+16 at ranger 40, capped at +20) |
| Saving throws | +6 all |
| Abilities | +6 Strength, +6 Constitution, +4 Dexterity |
| Attacks per round | +1 |
| On every hit | +1d10 per 5 ranger levels, in that form's damage type (8d10 at ranger 40) |
| Claws and teeth | +5 more enhancement, Keen, and massive criticals +2d12 |
| Immunities | Knockdown and fear |
And each form carries a signature nothing else has:
| You chose | It comes back as | Its signature |
|---|---|---|
| Badger | Bulette | Armoured — regenerates 5 per round per 10 ranger levels, cannot be critically hit, and shrugs off 25% of all bludgeoning, piercing and slashing damage |
| Wolf | Chimera | Three Throats — fire damage, immune to fire, and 20 + 2d12 fire back at anything that melees it |
| Bear | Owlbear | Crush — bludgeoning and magic damage on every hit, plus damage reduction 20/+1 per 5 ranger levels (20/+8 at ranger 40) |
| Boar | Gorgon | Iron Horns — piercing damage, 20 + 2d12 piercing back at melee attackers, and its gore dooms |
| Hawk | Griffon | Stoop — True Seeing, +10 more dodge AC, 30% concealment, and its talons blind |
| Panther | Displacer Beast | Displacement — 50% concealment, slashing damage, and its tentacles leave wounds that keep bleeding |
| Spider | Bebilith | Dissolve — acid damage, 50% acid immunity, and its bite slows |
| Dire Wolf | Wyvern | Sting — piercing damage, +50% movement speed, and its sting drains Constitution |
| Dire Rat | Umber Hulk | Confusing Gaze — negative energy damage, 50% negative immunity, and its blows confuse |
It keeps growing with you
The apex form's damage, regeneration, damage reduction and Armor Class all scale on your ranger levels, not on the set — so the same six pieces keep getting better every five levels you take.
Re-summon after you equip the set
The transformation happens when the companion is summoned. Putting the set on while your companion is already out changes nothing until you dismiss and summon it again. Taking the set off has the same rule in reverse — the ordinary animal comes back on the next summon.
| Piece | Slot | Guaranteed properties |
|---|---|---|
| Wildheart Vestment | Chest | +6–7 AC, +4–6 universal saves, regeneration |
| Wildheart Cloak | Cloak | +6–7 AC, +4–6 Constitution, immunity to fear |
| Wildheart Hood | Head | +4–6 Dexterity, True Seeing |
| Wildheart Boots | Boots | +6–7 AC, Haste, +4–6 universal saves |
| Wildheart Belt | Belt | +4–6 Dexterity, Freedom of Movement, +15 Hide and Move Silently |
| Wildheart Gloves | Hands | Bonus ranger spell slots at levels 2, 3 and 4 |
Every piece also rolls additional random properties, up to 7 total.
The chest piece is light armor on purpose
The 6-piece extra attack only applies in light or no armor, matching the rule that already governs a ranger's free two-weapon feats. The Vestment is light armor so the set never switches off its own capstone — but wearing a heavier chest piece from elsewhere will.
In development
Additional class sets and one-of-a-kind Unique items are still being added.
Spotting a set piece
- Name — set pieces carry the set's name. Class-set pieces are colored lime green; ability and stat set pieces keep their normal quality color.
- On equip — floating text shows the set name, how many pieces are active, and the current bonus.
- On the ground — a distinct loot beam marks set and unique drops.