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Arcane (Sorcerer, Wizard) Edit

Requires 10 levels of Wizard or Sorcerer to wear and must not have Monkey grip

Helmet: Circlet of the Dominant Mind

AC +14 (Deflection)

HP +45

Only Usable by: Sorcerer; Wizard

Skill: Concentration +15

True Seeing

Neck: Lesser Neckpiece of the Weave Threader

AC +12 (Natural)

Bonus feat: Practiced Spellcaster (Sorcerer); Practiced Spellcaster (Wizard)

Immunity: Level/Ability Drain

Only Usable by: Sorcerer; Wizard

Regeneration: +10

True Seeing

Neck (Sorcerer): Greater Neckpiece of the Weave Threader

AC +12 (Natural)

Bonus Feat: Practiced Spellcaster (Sorcerer); Practiced Spellcaster (Wizard)

Bonus Spell Slot: Sorcerer 1-9 (3 of each)

Immunity: Ability/Level Drain

Regeneration: +10

True Seeing

Neck (Wizard): Greater Neckpiece of the Weave Threader

...

Bracer: Hands of Guiding Fate

Bonus Feat: Still Spell

Bonus Spell Slot: Sorcerer, Wizard 6-9 (1 of each)

Only Usable by: Sorcerer; Wizard

Use: Clear Sequencer - Unlimited Uses

Use: Sequencer (3 Spells) 2/Day

Weapon: of Unrelenting Power

Quarterstaff

Attack Bonus: +15

Bonus Feat: Persistent Spell

Bonus Spell Slot: Sorcerer, Wizard 1-9 (2 of each)

Immunity: Fear

Only Usable by: Sorcerer; Wizard

Skill: Intimidate +15; Use Magic Device +5

Use: Unique Power 1/Day

Kensu's Note - Not sure what the Unique power does. Will update this if I find out.

Boots: Soles of the Thaumaturge

AC +12 (Dodge)

Bonus Spell Slot: Sorcerer, Wizard 1-9 (one of each)

Freedom of Movement, Haste, Improved Evasion

Only Usable by: Sorcerer; Wizard

Regeneration: +5

Weight Reduction: %80 of Weight

Diamond of Devastation

...

Old Quarterstaff

...

Uncut Diamond of Devastation

...

Daggerspell Mage Edit

Requires 10 levels of Daggerspell Mage to Wear

Ring: Esoteric Colure

Uncanny Dodge, Haste

Immunity: Ability/Level Drain

Regeneration: +10

Resistance: Electrical, Sonic 20/-

Armor: Ghost's Trappings

Robe

AC +12 (Armor)

Stealthy

Bonus Spell Slot: Sorcerer 1-9, Wizard 1-9 (one of each)

Regeneration: +8

Skill: Hide, Move Silently +5

Weapon: Magus' Skean

Dagger

Enhancement Bonus: +20

Improved Evasion

Regeneration +5

Resistance: Negative Energy 20/-

Skill: Concentration +5

Material: Adamanitine

Phrenic Coil

...

Sear's Anlance

...

Bracer: Warden Shaker

Bonus Feat: Empower Spell; Maximize Spell

Bonus Spell Slot: Sorcerer, Wizard 4-8 (one of each)

STR +6

Light: Bright (Blue)

Set Bonuses:

2 Piece: +Skill bonus (Hide, Move Silently) = DEX mod, +15 regeneration (every 3 second)

3 Piece: AC +8 (Shield), DEX +12, Blindness immunity

4 Piece: +50 HP, CON +12, Crit immunity

5 Piece:

6 Piece:

Dwarfen Defender Edit

Set Requires 10 levels of Dwarven Defender to equip

Armor: Athair Aodach

Medium Armor

AC: +8 (Base), +3 (DEX cap), +6 (Armor)

Damage Immunity: Negative %50, Positive %15

CON +6

Weight Reduction: %80

Weapon: Bitey Caileag

Dwarven Waraxe

Damage: Slash +5d12

Enhancement Bonus: +12

Vampiric Regeneration: +15

Helmet: Famhair Saigh

AC +6 (Deflection)

Bonus Feat: Blind-Fight; Bullheaded; Slippery Mind

Shield: Ihen Ifren

Tower Shield

AC: +4 (Base), +8 (Shield)

Bonus Feat: Combat Expertise; Improved Combat Expertise

Resistance: Acid, Cold, Electrical, Fire, Sonic 15/-

Cloak: Mo Mraane

Bonus Feat: Greater Weapon Focus (Dwarven Waraxe)

HP +45

Reduction: 20/-

Regeneration: +3

Resistance: Magical 10/-

Spell Resistance: 30

Use: Barkskin(12) 3/day; Regenerate(13) 3/day

Ring: Teallach Sprudan

Freedom of Movement, Haste

Regeneration: +10

Use: Clear Sequencer - Unlimited Uses; Sequencer (3 Spells) 3/day

Set Bonuses:

2 piece: +1 AC (Dodge), +20 HP, Regeneration +(True CON mod x2)

3 piece: +1 AC (Dodge), +20 HP, +12 STR, Immunity: Crits

4 piece: +1 AC (Dodge), +20 HP, +15 AC (Armor)

5 piece: +1 AC (Dodge), +15 AC (Shield), Resistance Pierce, Slash, Blunt %20

6 piece: Damage shield (1d12+5 magic), Resistance Fire, Acid, Electrical, Cold %25

Favoured Soul Edit

Requires at least 10 levels of Favored Soul to wear

Helmet: Blind Mans Invidia

AC +14 (Deflection)

Bonus Feat: Extend Spell

Bonus Spell Slot: Favored Soul 5-9 (one per each)

Skill: Concentration +5

True Seeing Armor: Ira of the Lost Soul

Medium Armor

AC: +8 (Base), +3 (DEX cap), +14 (Armor)

Or Robe

+14 (Armor)

Armor Check Penalty: -3

Arcane Spell Failure: %25

Bonus Feat: Empower Spell

Bonus Spell Slot: Favored Soul 1-9 (one per each)

Immunity: Sneak Attack

Regeneration: +10

Weight Reduction: %80 of Weight

Bracers: Punishment of the Gula

AC +12 (Armor)

Bonus Feat: Persistent Spell

Bonus Spell Slot : Favored Soul 1-9 (one per each)

Resistance: Acid, Sonic %25

Resistance: Pierce, Slash, Blunt %5

Immunity: Level/Ability Drain

Regeneration +10

Belt:

Bonus feats: Spell Penetration; Greater Spell Penetration

HP +10

CON +12

Freedom of Movement

Saving: Universal +5

Regeneration: +2

Skills Bonus: Perform +1

Neck: The Amulet of Avaridia

AC: +12 (Natural)

Resistance: Divine, Magical %15

Regeneration +10

True seeing

Use: Unique Power 1/day *

Set Bonuses:

2 Piece: Skill bonus: Concentration equal to CHA modifier, Regeneration bonus equal to CHA modifier.

3 Piece: Charisma +12, AC + 6 (Shield)

4 Piece: AC + 2 (Shield), +50 HP, Immunity to Critical Hits

5 Piece: AC + 2 (Shield), Immunity to Mind Effects, Silence

Epic Relevel bonus for Hammer of the Gods increased by 1

Epic Relevel bonus for Searing Light increased by 2

Special Ability : Amulet (summons an angel that is similar to the summon from Good Epic Gate, though with Perfect Two Weapon Fighting, it stays summoned even if your character dies, and it can resurrect your character).

Eldritch Knight Edit

Requires at least 6 levels of Eldritch Knight to wear

Ring: Circulus Protegat

CHA +10; INT +10

Regeneration +10

Skill: Set Trap, Disable Device, Craft Trap +10; Spot +20; Use Magic Device +5

Helm: Collucens Gubernaculum

AC: +14 (Deflection)

Bonus Feat : Slippery Mind

Resistance : Magical 15/-

Spell Resistance: 40

Greater Spell Mantle (17) 4/day

Neck: Collum Mentis

Bonus Feat: Practiced Spellcaster (Sorcerer); Practiced Spellcaster (Wizard); Silent Spell

Resistance: Sonic %50

DEX +10, STR +10

Bracers: Fortis Caestus

Bonus Feat: Persistent Spell

Bonus Spell Slot: Sorcerer Wizard 4-8 (one of each)

Resistance: Divine, Magical, Positive, Negative %10

Immunity Ability/Level Drain

Boots: Innovantes Pedes

AC +12 (Dodge)

Bonus Spell Slots: Wizard, Sorceror 1-9 (one of each)

Freedom of Movement, Improved Evasion

Regeneration +5

Weight Reduction : 80% of weight

Armor: Mentis Solertia

Robe

AC +12 (Armor)

OR

Medium Armor

AC: +8 (Base), +3 (DEX mod), +12 (Armor)

Arcane Spell Failure: - 45%

Bonus Feat : Empower Spell

Bonus Spell Slot : Sorceror, Wizard 7-9 (one of each)

Damage Immunity: Magical 15%

CON +10

Use: Unique Power 2/day

Weight Reduction: 80% of weight

Set Bonuses:

2 Piece: +25 HP, +15 regeneration

3 Piece: +25 HP, Immunity to Knockdown

4 Piece: +25 HP, Immunity to Critical Hits, Fear; Special Ability : Armor (activated using special ability on robe or plate) : AB +5, 75% concealment for 1.5 minutes.

5 Piece: +25 HP, +10 Concentration, +15% physical damage immunity???

6 Piece: +25 HP, Phantom Warrior attack roll increased by 10, AC +8 (Shield), Immunity to Paralysis, Stun. Enhanced Special Ability : Armor (activated using special ability on robe or plate) : AB +5, 75% concealment for 3 minutes.

Hexblade Edit

Requires at least 12 levels of Hexblade to wear

Armor: Armaments of Affliction

Heavy Armor

AC: +9 (Base), +3 (DEX mod), +15 (Armor)

Resistance: Sonic %50

Resistance: 15/-

CON +12

Regeneration +8

Skill Bonus: Intimidate +5

Armor Check Penalty: -4

Arcane Spell Failure: 40%

Weight: 50.0 pound(s)

Ring: Horde Mother’s Knuckle

Bonus Feat : Practiced Caster (Hexblade)

Resistance: Cold, Electrical, Fire %15

Weapon: Keeper’s taxman

Scimitar

Bonus Feat: Weapon Focus (Scimitar), Greater Weapon Focus (Scimitar)

Damage (slash) +5d12

Enhancement bonus: +15

Weapon: Man Opener

Falchion

Base Damage: 2d4

Base Critical Threat: 18-20/x2

Bonus Feat: Weapon Focus (Falchion); Greater Weapon Focus (Falchion)

Damage (slash) +5d12

Enhancement Bonus: +15

Ring: Marionette

...

Boots: Rook’s Bindings

AC +12 (Dodge)

HP +25

Freedom of Movement, Haste, Improved Evasion

Immunity: Knockdown

Cloak: Shroud of Raven’s Guise

AC +12 (Deflection)

Bonus Feat : Ability Focus (Hexblade's Curse)

HP +50

Resistance: Magical %15

+10 regeneration

Helmet: Virulent Visage

AC +13 (Deflection)

Darkvision

Immunity : Critical Hits, Mind-Affecting Spells

Saving: Universal +7

True Seeing

Set Bonuses:

2 Piece: Immunity to Fear, Elemental Resist 5/-, Regeneration +10 (every 3 seconds)

3 Piece: Elemental Resist 10/-, +50 HP, +6 CHA, STR

4 Piece: Elemental Resist 15/-, +50 HP, +12 CHA, STR

Monk Edit

Requires at least 12 levels of Monk to wear

Neck: Dogen's Medaillion

AC +12 (Natural)

Resistance: Divine, Magical %15

Regeneration: +10

True Seeing

Use: Unique Power 2/day

Ring: Dogen's Ring

WIS +12

Haste

Regeneration: +10

Skills: Use Magic Device +7

Use: Flame Weapon (17) 2/day

Armor: Dogen's Robes

AC +12 (Armor)

Bonus Feat: Stealthy

Bonus HP: 25

Immunity Death Magic, Fear, Paralysis

Regeneration: +8

Resistance: Acid, Cold, Electric, Fire 15/-

Skill Bonus: Hide, Move Silently +5

Boots: Dogen's Sandals

AC : +12 (Dodge)

HP: +25

DEX +12

Freedom Of Movement, Haste, Improved Evasion

Weight Reduction: %80 of weight

Dogen's Silk Obi

Bonus Feat: Greater Weapon Focus: (Kama), Greater Weapon Focus: (Kukri), Greater Weapon Focus: (Quarterstaff), Greater Weapon Focus: (Unarmed)

CON +12

Immunity: Ability/Level Drain

Set Bonus

2 piece: AC Bonus +2 (Shield), Bonus HP equal to Wisdom score, Regeneration +10 (every 3 seconds)

3 pieces: Immunity: Blindness, +1d10 Sonic Damage, AC Bonus +2(4) (Shield)

4 pieces: +1d10 Positive Damage, +1d10 Negative Damage

5 pieces: Damage Immunity: Magical (%25), Immunity: Mind Effecting, Special Ability: Amulet (%60 concealment vs melee attacks, %75 concealment vs ranged attacks, 60 seconds 2/day)

Nature (Druid, Spirit Shaman) Edit

Requires 26 levels of Druid of Spirit Shaman to wear

Boots: Boot's of Gaia's Path

AC 12 (Dodge)

Freedom of Movement, Haste

Immunity: Knockdown

Saving: Fortitude +1, Reflex +1, Will +4

Only Useable by: Druid, Spirit Shaman

Bracer: Bracer's of Gaia's Might Bonus Hitpoints: +15

Resistance: Acid, Cold, Electrical, Fire, Negative, Positive, Sonic 15%

Immunity: Critical Hits

Saving: Fortitude +4, Reflex +1, Will +2

Only Useable by: Druid, Spirit Shaman

Ring: Greater Gaia's Band of Leaves for Druid

Bonus Hitpoints: +45

Bonus Spell Slot: Druid 2-9 (3 of each )

WIS +12

Immunity: Poison

Only Useable by: Druid

Regeneration: +6

Ring: Greater Gaia's Band of Leaves for Spirit Shaman

Bonus Hitpoints: +40

Bonus Spell Slot: Spirit Shaman 2-9 (3 of each)

WIS +12

Immunity: Poison

Only Useable by: Spirit Shaman

Regeneration: +8

Greater Gaia's Orin for Druid

AC 12 (Natural)

Bonus Hitpoints: +30

Bonus Spell Slot: Druid 2-9 (3 of each)

Resistance: Magical %15

Immunity: Paralysis

Only Useable by: Druid

Regeneration: +8

True Seeing

Neck: Greater Gaia's Orin for Spirit Shaman

AC 12 (Natural)

Bonus Hitpoints: +30

Bonus Spell Slot: Spirit Shaman 2-9 (3 of each)

Resistance: Magical %15

Immunity: Paralysis

Only Useable by: Spirit Shaman

Regeneration: +8

True Seeing

Lesser Gaia's Band of Leaves

Bonus HP +15

WIS +10

Immunity: Poison

Regeneration: +3

Lesser Gaia's Orin

Sash of Gaia's embrace

AC +12 (deflection)

Bonus feat: Maximize Spell

Bonus Spell Slot: Druid, Spirit Shaman 1-9 (one of each)

Only Useable by: Druid, Spirit Shaman

Set Bonus (Spirit Shaman)

2 piece: +50 HP, Spot/Survival +10, Regeneration +10 (every 3s)

3 pieces: +50 HP, Immunity: Blindness, Mind Effects

4 pieces: +50 HP, Immunity: Silence

5 pieces: Gaia's Spirit (Spirit form has double duration and gain: DR (= Wis Mod - bugged, not working) and +1 Regeneration per Shaman Level (per 3 seconds))

Blackguard (Evil) Edit

Required alignment Evil to wear

Shield: Bulwark of Butchery

Large Shield

AC: +2 (Base), +4 (Shield)

Resistance: Divine, Positive %15;8/-

Improved Evasion

Weapon: Licentious Depraver

Bastard Sword

Damage : Negative +3d6

Enhancement Bonus: +5

Use: Flame Weapon (17) 2/Day

Vampiric Regneration: +5

Cloak: Mantle of Carrion

CHA +6

Resistance: Sonic 25/-

Use: Unique Power 2/day

Armor: The Pernicious Cuirass

Medium Armor

AC: +8 (Base), +3 (DEX mod), +4 (Armor)

Arcane Spell Failure: -20%

Resistance: Electrical %30

Visor of Internecine Visions

...

Set bonuses

2 piece: AC +5 (Shield, Deflection, Armor), Strength +12, Haste, Regen +True CHA mod

3 piece: AC +6 (Shield, Deflection, Armor), 2d12 Negative damage (cant resist), Special ability (Cloak): BAB equal to your Hit Dice, 18 Magical damage, 60% Concealment (Duration 1 min)

4 piece: AC +7 (Shield, Deflection, Armor), 2d12 Acid damage (cant resist), 15% Damage Immunity (Slashing, Bludgeoning, Piercing)

5 piece: AC +8 (Shield, Deflection, Armor) (+14 if you have 10 level of BlackGuard class), CHA +12, 2d12 Cold damage (cant resist), 25% Damage Immunity Cold, Fire, Acid, Electrical

Paladin (Good) Edit

Required alignment Good to wear

Weapon: Breath's Depth

Great Sword

Bonus Feat: Monkey Grip

Damage: Divine +3d6

Enhancement Bonus: +5

Vampiric Regeneration: +5

Shield: Bulwark of Ahriman

Large Shield

AC: +2 (Base), +5 (Shield)

Bonus Spell Slot: 1-4 (2 of each)

Resistance: 10/-

Improved Evasion

Cloak: Mantle of Trinity

Bonus Feat: Extend Spell

CHA +6

Resistance: Sonic 15/-

Use: Unique Power 2/day

Armor: The Innocuous Cuirass

Medium Armor

AC: 8 (Base), +3 (DEX mod)

Armor Check Penalty: -3

Arcane Spell Failure: -10%

HP +30

Freedom of Movement

Resistance: Acid 15%; Acid 35/-

Helm: Visor of True Sight

AC +4 (Deflection)

Bonus Feat: Blind Fight, Darkvision

Skill: Concentration +8

Set Bonus

2 piece: +5 AC (Shield, Deflection, Armor), Haste, Regeneration +(True CHA mod, x3 with 10 Pal/COTSF levels)

3 piece: +1 AC (Shield, Deflection, Armor), Damage on hit (cant resist) 2d12 Positive, Cloak ability (Ethereal, 500 hp heal, +20/3s regen for 30s)

4 piece: +1 AC (Shield, Deflection, Armor), Damage on hit (cant resist) 1d12 Magic, 50 hp, Immunity Blindness, Level Drain, Sneak Attacks

5 piece: 

Rogue Edit

Requires 16 levels of Rogue to wear

Ring

Gloves Tacet Movens

Skills: Disable Device, Set Trap, Tumble +10

DEX +12

HP +20

Regeneration: +5

Damage Immunity: Acid, Cold, Electrical, Fire, Sonic 15%

Short sword

Helm

Belt

Skills: Diplomacy, Bluff, Appraise +10

CON +12

HP +20

Regeneration: +5

Resistance: Positive 15/-

Set Bonus

2 piece:

3 piece: 

4 piece: 

5 piece: 

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