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Item sets

Wearing 3 or more items adds set properties to your equipped items. The items do not have to be the same tier, and there is no named set to collect. Each item gets the set properties of its own tier, as long as at least 3 of your equipped items are of that tier or higher. A set property is printed in blue in the item's description.

The rule

  1. You need at least 3 equipped items. With 2 or fewer, no item gets a set property. Items of any tier count, including tier 1.
  2. Each item gets set properties at its own tier, if at least 3 equipped items, itself included, are of that tier or higher. If fewer than 3 are, the item gets the properties of the next lower tier that does have 3.

Items of a higher tier do not raise the others. 3 tier 5 items get tier 5 properties, and the rest of your gear stays at its own tier.

11 slots count: both hands, armour, helmet, cloak, boots, amulet, belt, both rings and gloves. Ammunition does not count towards the 3, but it can still receive a set property.

You have equippedResult
2 items of any tierNo set properties
3 tier 5 items and 8 tier 3 itemsThe 3 tier 5 items get tier 5 properties. The 8 tier 3 items get tier 3 properties.
2 tier 5 items and 9 tier 3 itemsAll 11 items get tier 3 properties. Only 2 items are tier 5, so they drop to tier 3.
1 tier 5 item and 2 tier 4 itemsAll 3 items get tier 4 properties. The tier 5 item counts towards tier 4, but it is the only one at tier 5.
1 tier 5 item and 2 tier 1 itemsAll 3 items get tier 1 properties.

Tiers

An item's own tier is shown by the colour of its name:

TierName colour
1no colour
2green
3cyan
4purple
5orange
6crimson

Vengeful and masterful items count 1 tier higher than their colour. Tier 6 is a vengeful or masterful orange item. No item is made at tier 6.

Most values stop rising at tier 4. Tier 5 adds the group's ward and signatures instead (see What tier 5 adds). Tier 6 raises the values again.

What each slot gives

SlotAt every tierFrom tier 3From tier 5
Weaponattack or enhancement bonus, and the group's weapon effecta signature for some groups
Off handa shield adds AC, a second weapon adds enhancement, a torch gets nothing. For Arcanists a shield or a weapon carries a damage immunity instead
ArmourACTanks gain retaliation spikes
Helmetuniversal saving throwsArchers, Agile, Support and Warlocks get death magic immunity instead of the savesthe group's ward
Cloaka skilla signature for some groups
Bootsa skill, or the third damage immunitya signature for some groups
Amuletregeneration. Arcanists get a bonus spell slot, Support gets arcane spell failure reduction, Warlocks get cooldown reduction
Belta skillimmunity to knockdown
Ringsone damage immunity each. Arcanists get a bonus spell slot on each ring instead
Glovesthe third damage immunity, or a skill

Arcanists get 3 bonus spell slots of the highest spell level they can cast: one on each ring and one on the amulet. Their two ring damage immunities move to the hands:

  • The weapon carries the first one (magical).
  • A shield or an off-hand weapon carries the second one (acid).
  • When the off hand is empty or holds a torch, or you wield a two-handed weapon, the weapon carries both.

Every group gets 2 skill bonuses and 3 damage immunities:

  • Archer, Agile, Fighter, Arcanist and Shifter carry the third immunity on the gloves.
  • Diviner, Support, Tank and Warlock carry it on the boots.
  • The slot that carries the third immunity gives up its skill, and the belt carries that skill instead.

Every number a set grants, at every tier, is on what a set pays.

Bonus spell slots and changing gear

The other set properties update the moment you equip or unequip something. The bonus spell slots wait until you have stopped changing gear for about a second, and then only change where they have to:

  • Swapping anything else does not touch them. A new weapon, shield, armour or belt leaves the spells memorized in your set slots, and a sorcerer's casts, exactly as they were - as long as you still wear the 3 items a set needs once you are done.
  • Taking off a ring or the amulet takes its slot with it, like any item with a bonus spell slot: you lose the spell memorized in it, or one cast of that level. Swapping it back and forth quickly costs that slot only once.
  • A new slot starts empty: a wizard has to memorize a spell in it, a sorcerer gets its cast back on the next rest.
  • When a level up gives you a new highest spell level, the slots move up to it, and the level they leave loses them.

The nine class groups

The group decides which skills, which damage immunities and which weapon effect you get. It comes from your major class, the class you have the most levels in.

GroupSkillsDamage immunities
ArcherSpot, Listen, Disciplinefire, electrical, sonic
AgileHide, Move Silently, Tumblecold, electrical, acid
FighterDiscipline, Taunt, Parrypiercing, slashing, bludgeoning
DivinerConcentration, Heal, Disciplinedivine, positive, negative
ArcanistConcentration, Spellcraft, Loremagical, acid, sonic
ShifterAnimal Empathy, Concentration, Disciplinefire, cold, acid
TankDiscipline, Concentration, Tauntpiercing, slashing, bludgeoning
SupportPerform, Pick Pocket, Tauntmagical, acid, sonic
WarlockConcentration, Spellcraft, Tauntmagical, acid, sonic

You get 2 of the 3 skills at a time. The third skill's slot carries the third immunity instead.

What the weapon does

GroupOn the weapon
FighterGround Smash on a hit
DivinerDivine Blast on a hit
ArcherSilence on a hit, and from tier 5 also Sundering Volley
Agileblindness on a hit
ShifterDoom on a hit
Tankvampiric regeneration
WarlockEldritch Blast damage, 1d4 Damage at tier 1 to 2d12 Damage at tier 6
SupportCries of the Soul (below)
Arcanistno weapon effect. The weapon carries a damage immunity instead (see what each slot gives)

Proc chance of Ground Smash and Divine Blast: 4% at tier 1, then 6%, 8%, 10%, 12% and 16%. Sundering Volley: 12% at tier 5 and 16% at tier 6.

On a bow or crossbow, the silence, blindness or doom is put on the ammunition instead of the weapon. Ground Smash, Divine Blast and Sundering Volley stay on the weapon.

Cries of the Soul shows on the character sheet as a bonus, such as Cries of the Soul: +4. Its value is the weapon's own tier, so a weapon of a lower tier than the rest of your gear gives less. Each point gives:

  • +10 temporary hit points on your own Bard Song. Only you get them, not the party.
  • +10 sonic damage on your Curse Song.

Cries of the Soul: +4 gives +40 temporary hit points on your Bard Song and +40 sonic damage on your Curse Song. Two items carrying it add together.

The saving throw against an on-hit

Silence, blindness and doom allow the target a saving throw.

  • The base DC is your character level rounded down to an even number, with a minimum of 14. At level 40 it is 40.
  • The set's tier adds to it: +0 at tiers 1 and 2, then +2, +4, +6 and +8.
  • The DC is never higher than 50.

Ground Smash, Divine Blast and Sundering Volley allow no saving throw. They are checked against spell resistance at your character level, capped by the set's tier below tier 5.

What tier 5 adds

Every group gains a ward on the helmet:

GroupWard
Archerimmunity to Vine Mine
Agileimmunity to Horrid Wilting, or to Hammer of the Gods if you are undead
Fighterimmunity to spells of level 2 and lower
Divinerimmunity to Harm, or to Heal if you are undead
Arcanist and Warlockprotection from Bigby's spells
Supportimmunity to Silence
Shifterimmunity to Storm of Vengeance
Tankimmunity to spells of level 3 and lower

Some groups gain a second signature:

  • Tank armour: spikes that deal piercing damage to an attacker.
  • Diviner cloak: longer Divine Might and Divine Shield.
  • Support cloak: protection against dispelling.
  • Shifter cloak: regeneration.
  • Warlock cloak: a higher saving throw DC on your Eldritch Blast.
  • Fighter boots: immunity to being dismounted.
  • Arcanist boots: a higher saving throw DC for the school of your best Spell Focus feat.
  • Agile boots: Improved Evasion. An Agile character that already has Improved Evasion gets pure damage on the weapon instead.

See also