Dungeoneer gear โ๏ธ
Nineteen pieces made for the halls below. Above ground they are unremarkable - a step past iron, well short of diamond. Inside a dungeon every one of them wakes up, and there is nothing better to be wearing down there.
None of it can be bought or crafted. It falls from the epic table, which means the deeper and darker the run, the better your odds - and with nineteen pieces in the pool, any single one is a genuine find rather than a set you assemble by accident.
The weapons
| Base | Above ground | In a dungeon | |
|---|---|---|---|
| Dungeoneerโs Blade | Iron sword | 6.5 damage | 13.7 |
| Dungeoneerโs Cleaver | Iron axe | 8.0 damage, slow | 16.8 |
| Dungeoneerโs Longbow | Bow | +35% arrow damage | +145% |
A vanilla iron sword does 6 and a diamond 7, so the Blade is exactly what it looks like in daylight: a slightly nice iron sword. In a dungeon it hits for more than twice a diamond sword, and a full of Ruin set pushes it to roughly 19.
The Longbow stamps its bonus on each arrow as it leaves the string, so switching weapons mid-flight does not rob the shot of what it already earned.
The four sets
Every piece is chainmail. A full set is 16 armour against ironโs 15 and diamondโs 20 - respectable, never exciting, until the door closes.
Wear four pieces of one suffix and the effect is simply four times as strong. There is no hidden set bonus to discover, only arithmetic - and nothing stops you mixing suffixes if you would rather have some of everything.
| Set | Full set, in a dungeon |
|---|---|
| of the Bulwark | +18 max health - nine extra hearts |
| of the Aegis | +11 armour, taking the set to 27 - past diamond |
| of Ruin | +40% damage, stacking with whatever you are holding |
| of the Swift | Swiftness for as long as the dungeon holds you |
Pieces are named in the old fashion - Dungeoneerโs Cuirass of the Bulwark, Dungeoneerโs Sabatons of the Swift - so you can read a set off the floor without hovering over it.
How it knows
The gear checks the world you are standing in, not a buff or a timer. Walk into a dungeon and it is live within a few seconds; the moment a run ends and the guild puts you back at the village, it goes quiet on its own.
That means the health and armour are real attributes, granted and taken back cleanly - you will see your hearts appear as you land and disappear as you leave, and you can never carry a dungeonโs worth of health into a fight at spawn.