Rogue Wiki
Back to rogue-mud.com
Wiki Systems Gear Sets

Gear Sets

The five gear sets, how completion is detected, and what finishing one pays out.

Wearing a matched outfit is worth more than wearing the best individual piece in every slot. There are five sets: four armour sets, one per armour category, and a single jewellery set that anybody can complete. Assembling one pays a bonus on top of whatever the pieces themselves carry, and the reward leans into what that category is for.

While a set is incomplete every piece of it renders in plain text. The moment the last piece goes on, every worn piece of that set takes the set's colour and a buff appears in your buffs list. Take a piece off and both revert immediately. Since ordinary gear has no colour of its own, a coloured item name always means exactly one thing: that piece belongs to a set you have finished.

The sets#

An armour set is seven pieces from a single category, worn together.

Set Category Pieces
Plate Warplate Plate Head, shoulders, body armour, legs, arms, hands, feet
Ringmail Warmail Mail Head, shoulders, body armour, legs, arms, hands, feet
Hunter's Leathers Leather Head, shoulders, body armour, legs, arms, hands, feet
Weaver's Regalia Cloth Head, shoulders, body armour, legs, arms, hands, feet
Traveller's Regalia None Necklace, bracelet, and both ring slots

Because armour pieces must all be the same category, which armour set you can finish depends on what your class is allowed to wear. The jewellery set has no category at all, so any class can complete it, and it stacks with whichever armour set you are wearing.

Only the seven armour set slots count toward an armour set. A cloak, a belt, an undershirt, vambraces, an amulet or a trinket is worn and useful, but it belongs to no set. The same is true of your weapon and your shield.

Completion is worked out from what you actually have on. Both gear that dropped in the world and gear that was made or awarded by hand count, as long as the piece sits in one of the set's slots and declares the right armour category.

Grade#

The grade of a completed set is the average tier of its worn pieces, and the bonus scales linearly on that grade out of twenty. A set assembled entirely from tier 20 pieces pays the full figures below; a set of tier 10 pieces pays half of them. Swapping one piece for a higher tier one lifts the average and the bonus follows on the next equipment change.

What each set pays#

These figures are the payout at grade 20, which is a full set of top-tier pieces.

Set Health Spell power Stamina Armour class Dodge Spell damage
Plate Warplate +50 - - +10 - -
Ringmail Warmail +25 +25 - +5 - -
Hunter's Leathers +50 - +50 - +5 percent -
Weaver's Regalia - +50 - - - +5 percent
Traveller's Regalia +25 +25 +25 - - -

Health, spell power and stamina are flat additions to your maximum. Armour class is flat armour class, added before any percentage aura that lifts it. Dodge is percentage points added to your defensive rolls, which buys extra chances to avoid a hit outright rather than extra mitigation once one lands. Spell damage is a percentage added to every type of spell you cast.

Jewellery is deliberately the smallest of the five, because it stacks with an armour set and every class can wear it.

Checking your progress#

sets lists every set you have pieces of, how many of the required pieces you are wearing, and the grade and bonus of anything you have completed. A completed set's name is shown in that set's own colour, the same colour its worn pieces take.

Taking a set piece off drops your maximum health, spell power or stamina back down, and your current values are pulled back under the new maximum at once. Putting a set together does not heal you; it just raises the ceiling.