Item sets
Wear three or more items of the same quality and the game adds properties to all of them. There is no named set to collect and no matching pieces to find: what counts is how many good items you have on at once. A set bonus is printed in blue on the item's description, so you can always see what a piece is currently giving you.
The rule
Three equipped items is the threshold, and it is the only one. Below three, nothing happens.
Eleven slots count: both hands, armour, helmet, cloak, boots, amulet, belt, both rings and gloves. Ammunition does not count towards the three, though it can still receive a bonus.
Every item then works out its own tier of bonus: the highest tier it can reach, given that at least three equipped items are at that tier or above. So a single very good item among ordinary ones pays out at the ordinary level, and one weak piece in an otherwise strong set only holds itself back, not the rest.
Tiers
An item's own tier comes from the item, and you can read it off the colour of its name:
| Tier | Name colour |
|---|---|
| 1 | no colour |
| 2 | green |
| 3 | cyan |
| 4 | purple |
| 5 | orange |
| 6 | crimson |
Vengeful and masterful items count one tier higher than their colour. That is where tier 6 comes from: no item is made at tier 6, it is a vengeful or masterful orange one.
Most values stop growing at tier 4, and tier 5 buys uniques instead. Tier 6 raises the caps again.
What each slot gives
| Slot | At every tier | From tier 3 | From tier 5 |
|---|---|---|---|
| Weapon | attack or enhancement bonus, and the group's weapon effect | a signature for some groups | |
| Off hand | a shield adds AC, a second weapon adds enhancement, a torch gets nothing | ||
| Armour | AC | tanks gain retaliation spikes | |
| Helmet | universal saving throws | archers, agile, support and warlocks trade the saves for death magic immunity | the group's ward |
| Cloak | a skill | a signature for some groups | |
| Boots | a skill, or the third damage immunity | a signature for some groups | |
| Amulet | regeneration, or something else for three groups | ||
| Belt | a skill | immunity to knockdown | |
| Rings | one damage immunity each | ||
| Gloves | the third damage immunity, or a skill |
Every group ends up with two skill bonuses and three damage immunities. Which slot holds which depends on the group: archers, agile, fighters, arcanists and shifters carry the third immunity on the gloves, everyone else on the boots, and the slot that gives it up hands its skill to the belt.
Every number a set grants, at every tier, is on what a set pays. That table is built from the code that applies the bonuses, so it cannot fall behind a change to them - which is why it is not repeated here.
The nine class groups
What flavours the set - which skills, which damage immunities, what the weapon does - comes from your major class, the class you have the most levels in.
| Group | Classes |
|---|---|
| Archer | Arcane Archer, Ranger, Elite Guard |
| Agile | Weapon Master, Rogue, Assassin, Monk, Shadowdancer |
| Fighter | Barbarian, Fighter, Red Dragon Disciple, Northern Templar |
| Diviner | Purple Dragon Knight, Blackguard, Divine Champion, Cleric, Paladin |
| Arcanist | Sorcerer, Wizard |
| Shifter | Druid, Shifter |
| Tank | Pale Master, Dwarven Defender |
| Support | Bard, God's Eye Scout, Skald |
| Warlock | Warlock |
| Group | Skills | Damage immunities |
|---|---|---|
| Archer | Spot, Listen, Discipline | fire, electrical, sonic |
| Agile | Hide, Move Silently, Tumble | cold, electrical, acid |
| Fighter | Discipline, Taunt, Parry | piercing, slashing, bludgeoning |
| Diviner | Concentration, Heal, Discipline | divine, positive, negative |
| Arcanist | Concentration, Spellcraft, Lore | magical, acid, sonic |
| Shifter | Animal Empathy, Concentration, Discipline | fire, cold, acid |
| Tank | Discipline, Concentration, Taunt | piercing, slashing, bludgeoning |
| Support | Perform, Pick Pocket, Taunt | magical, acid, sonic |
| Warlock | Concentration, Spellcraft, Taunt | magical, acid, sonic |
Two of the three skills are worn at a time: the third belongs to the slot that carries the third immunity instead.
What the weapon does
| Group | On the weapon |
|---|---|
| Fighter | Ground Smash on a hit |
| Diviner | Divine Blast on a hit |
| Archer | silence on a hit, and from tier 5 also Sundering Volley |
| Agile | blindness on a hit |
| Shifter | doom on a hit |
| Tank | vampiric regeneration |
| Warlock | eldritch blast damage, a d4 at tier 1 rising to 2d12 at tier 6 |
| Support | Cries of the Soul, which adds to your bard song |
| Arcanist | no weapon effect at all: two bonus spell slots of the highest level you can cast |
Ground Smash and Divine Blast fire on 4 per cent of hits at tier 1, then 6, 8, 10, 12 and 16. Sundering Volley has its own chance: 12 per cent at tier 5 and 16 at tier 6.
A silence, blindness or doom on a bow or crossbow rides on the ammunition rather than on the weapon. The three spell bursts stay on the weapon itself.
Cries of the Soul is worth 10 points of bard song for each tier of the weapon carrying it, so a weak weapon among strong gear gives less - like every other slot.
The saving throw against an on-hit
Silence, blindness and doom let the target save. The difficulty rises two points every two character levels and reaches 40 at level 40, and the set's tier adds to it: nothing at tiers 1 and 2, then +2, +4, +6 and +8. It never passes 50.
The three spell bursts offer no save. They are resisted by spell resistance instead, rolled at your own level but held down by the set's tier below tier 5.
What tier 5 adds
Every group gains a ward on the helmet:
| Group | Ward |
|---|---|
| Archer | immunity to Vine Mine |
| Agile | immunity to Horrid Wilting, or to Hammer of the Gods if you are undead |
| Fighter | immunity to level 2 spells |
| Diviner | immunity to Harm, or to Heal if you are undead |
| Arcanist and Warlock | protection from Bigby's spells |
| Support | immunity to Silence |
| Shifter | immunity to Storm of Vengeance |
| Tank | immunity to level 3 spells |
Some groups gain a second signature as well: the tank's armour grows spikes that answer a blow, the diviner's cloak extends Divine Might and Divine Shield, the support's cloak protects against dispelling, the shifter's cloak regenerates, the warlock's cloak raises the save difficulty of the eldritch blast, the fighter's boots refuse a dismount, the arcanist's boots raise the save difficulty of their best spell school, and the agile's boots grant Improved Evasion - or, for those who already have it, their weapon deals pure damage instead.