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Sets and special effects

This page was last checked against game version 0.2.1; the game is now at 0.3.0. Some explanations may be out of date (tables are always current).

Some gear does more than add stats. Sets give a bonus when you wear several pieces of the same set, legendary uniques carry a fixed special effect, and other gear that rolls Legendary or higher gets a random imprint. All active effects are listed under Gear effects on your character.

Crafted sets are made with the Crafting profession. The class set pieces roll a rarity like other crafted gear; the Softfur Set pieces always keep their base rarity.

Gear sets
SetPiecesBonus by pieces worn
Kitchen BrigadeCrafted set
  • 2 pieces: +3 Constitution
  • 4 pieces: Lifesteal: Heals you for 4% of the damage you deal.
Softfur SetCrafted set
  • 4 pieces: +1 Defence
  • 4 pieces: −10 % Hunting run time
Path of the CraneMonks onlyCrafted set
  • 2 pieces: +2 Wisdom
  • 4 pieces: Lifesteal: Heals you for 3% of the damage you deal.
OathboundWarriors onlyCrafted set
  • 2 pieces: +2 Constitution
  • 4 pieces: Thorns: Reflects 10% of the damage you take, ignoring defence (at most 15% of your attack per hit).
Five CurrentsSorcerers onlyCrafted set
  • 2 pieces: +2 Wisdom
  • 4 pieces: Mana Siphon: 25% chance on hit to restore 3 mana.
WindrunnerArchers onlyCrafted set
  • 2 pieces: +2 Dexterity
  • 4 pieces: Bleed: 15% chance on hit: the enemy bleeds for 20% of your attack each round for 3 rounds, ignoring defence.
Data from game version 0.3.0 · f8531c1 (2026-10-01)

The Softfur Set is the first set you can make, from forest materials such as Rabbit Ear and Rabbit Fur. Wearing all its pieces also unlocks an achievement with a skin. The class sets need a class; see Class gear.

Dropped set pieces are Epic and never come from shops or recipes. They drop from monsters of the marshes and from the chest of the Sunken Shrine, and they bind when you first equip them.

Gear sets
SetPiecesBonus by pieces worn
Vestments of the Drowned AbbotDropped set
  • 2 pieces: +4 Wisdom
  • 2 pieces: Resistance: 25% chance to resist poison.
  • 2 pieces: Resistance: 50% chance to resist being slowed.
  • 3 pieces: Opening Ward: Every battle starts with a shield of 10% of your max HP for 2 rounds.
  • 3 pieces: Mending Strike: Critical hits heal you for 2% of your max HP.
Fen PactDropped set
  • 2 pieces: Lifesteal: Heals you for 4% of the damage you deal.
  • 2 pieces: Resistance: 35% chance to resist poison.
Acula's Evening WearDropped set
  • 2 pieces: +4 Luck
  • 2 pieces: Lifesteal: Heals you for 4% of the damage you deal.
  • 3 pieces: Last Stand: Below 35% HP your attack rises by 20%.
  • 3 pieces: Mending Strike: Critical hits heal you for 3% of your max HP.
Data from game version 0.3.0 · f8531c1 (2026-10-01)

Uniques are named Legendary items with one fixed effect. Each drops from one specific monster:

Legendary uniques
ItemSlotEffectsWhere it drops
Quivering CrownbladeMain handFrostbite
  • Critical hits chill the enemy for 2 rounds: 50% less speed, 25% less attack.
Tuskbreaker BandRingThorns
  • Reflects 20% of the damage you take, ignoring defence (at most 15% of your attack per hit).
MossheartNeckOpening Ward
  • Every battle starts with a shield of 15% of your max HP for 3 rounds.
LeechmawMain handLifesteal
  • Heals you for 8% of the damage you deal.
Wispfire LanternOff handElemental Edge
  • Hits without an element deal 15% more damage to enemies your affinity beats.
Venomfang GlaiveMain handBleed
  • 20% chance on hit: the enemy bleeds for 25% of your attack each round for 3 rounds, ignoring defence.
Sentinel's AegisOff handStagger
  • 12% chance when you are hit to stun the attacker for 1 round (at most every 3 rounds).
ShellsplitterMain handEcho
  • 15% chance on hit to strike again for 60% damage.
Sirensong LocketNeckLifesteal
  • Heals you for 5% of the damage you deal.
TalonstringNeckBleed
  • 12% chance on hit: the enemy bleeds for 20% of your attack each round for 3 rounds, ignoring defence.
BoulderfistMain handStagger
  • 12% chance on hit to stun the enemy for 1 round (at most every 3 rounds).
Nightwing MantleCloakOpening Ward
  • Every battle starts with a shield of 12% of your max HP for 3 rounds.
Gargoyle HeartOff handThorns
  • Reflects 18% of the damage you take, ignoring defence (at most 15% of your attack per hit).
The Steward's TrayOff handStagger
  • 12% chance when you are hit to stun the attacker for 1 round (at most every 3 rounds).
Sanguine RapierMain handLifesteal
  • Heals you for 7% of the damage you deal.
Rimebound EdgeMain handFrostbite
  • Critical hits chill the enemy for 2 rounds: 50% less speed, 20% less attack.
Cairnstone AegisOff handResistance
  • 50% chance to resist being slowed.
  • 30% chance to resist poison.
Warden's OathNeckLast Stand
  • Below 35% HP your attack rises by 18%.
Fateweaver BandRingEcho
  • 18% chance on hit to strike again for 60% damage.
Bell-BreakerMain handStagger
  • 15% chance on hit to stun the enemy for 1 round (at most every 3 rounds).
Data from game version 0.3.0 · f8531c1 (2026-10-01)

The chance is per win, like any drop. Uniques bind when you first equip them, so trade them before you put them on.

When any other piece that can roll a rarity comes out Legendary, Celestial or Godlike — as loot or from crafting — it gets one random imprint from the pool of its slot. The table shows the Legendary strength; a Celestial roll makes the imprint 1.5 times as strong, a Godlike roll 2 times. See Rarities. Set pieces and uniques never get an imprint.

Imprint pools by slot (legendary strength)
SlotsPossible effects
Main hand
  • Lifesteal: Heals you for 4% of the damage you deal.
  • Bleed: 10% chance on hit: the enemy bleeds for 20% of your attack each round for 3 rounds, ignoring defence.
  • Echo: 10% chance on hit to strike again for 50% damage.
  • Sunder: 15% chance on hit to lower the enemy's defence by 15% for 2 rounds.
Head, Chest, Cloak, Hands, Feet, Off hand
  • Thorns: Reflects 8% of the damage you take, ignoring defence (at most 15% of your attack per hit).
  • Opening Ward: Every battle starts with a shield of 8% of your max HP for 2 rounds.
  • Resistance: 30% chance to resist poison. 30% chance to resist being slowed.
  • Stagger: 8% chance when you are hit to stun the attacker for 1 round (at most every 4 rounds).
Neck, Ring
  • Mending Strike: Critical hits heal you for 2% of your max HP.
  • Mana Siphon: 20% chance on hit to restore 2 mana.
  • Last Stand: Below 35% HP your attack rises by 15%.
  • Lifesteal: Heals you for 3% of the damage you deal.
Data from game version 0.3.0 · f8531c1 (2026-10-01)

Effects from uniques, imprints and set bonuses all work together. When several of your pieces have an effect of the same kind, this rule decides what you get:

How gear effects combine
EffectSeveral sources
LifestealAdd up, at most 15%
BleedOnly the strongest counts
EchoAdd up, at most 25%
FrostbiteOnly the strongest counts
SunderOnly the strongest counts
StaggerOnly the strongest counts
ThornsAdd up, at most 30%
Opening WardOnly the strongest counts
Mending StrikeOnly the strongest counts
Mana SiphonOnly the strongest counts
ResistanceAdd up, at most 75%
Elemental EdgeOnly the strongest counts
Last StandOnly the strongest counts
Data from game version 0.3.0 · f8531c1 (2026-10-01)
  • Mix sources. A unique weapon, a two-piece set bonus and imprints on the rest can all be active at once.
  • Mind the caps. Past the cap, more of the same effect does nothing; pick a different effect instead.
  • Repair on time. A broken set piece stops counting, so your set bonus can drop a tier or switch off.