Arcane (Sorcerer, Wizard)[]
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
Unique Power: Time Stop
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
...
Set Bonuses: *Upgraded amulet seems to count as 2 pieces
2 Piece: AC +4 (Shield), +10 Concentration/Spellcraft, Regeneration +10/3s
3 Piece: AC +2 (Shield), 50 HP, Blindness immunity
4 Piece: AC +2 (Shield) +50 HP, INT/CHA +12, Crit immunity
5 Piece: AC +4 (Shield), 25% Magical Damage Immunity, Mind Effect Immunity
6 Piece: AC +4 (Shield, Total +16), Better hit chance with RTAs (?), Special Ability (Quarterstaff), Immunity Silence
Daggerspell Mage[]
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[]
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[]
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[]
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 +5 (Dodge), Immunity to Paralysis, Stun. Enhanced Special Ability : Armor (activated using special ability on robe or plate) : AB +5, 75% concealment for 3 minutes.
Hexblade[]
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[]
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, Sonic Damage (Scaling), AC Bonus +2(4) (Shield)
4 pieces: Positive Damage (Scaling), Negative Damage (Scaling)
5 pieces: Piercing Damage (Scaling), Damage Immunity: Magical (%25), Immunity: Mind Effecting, Attack Decrease, Special Ability: Amulet (%60 concealment vs melee attacks, %75 concealment vs ranged attacks, 60 seconds 2/day)
Scaling Damage:
12-15: 1d8
16-18: 1d10
19-21: 1d12
????
28+: 2d12
Nature (Druid, Spirit Shaman)[]
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)[]
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)[]
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[]
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: