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Dungeon gear and sets

Dungeons drop two kinds of gear. Both are tradeable.

Kind Where it drops Power Stats
Delver’s gear (armour, swords, axes, bows, crossbows) Along the way: as stages clear, and always from the mini-boss The bottom of the difficulty’s range 1 random stat
Set armour Only from the vault chest at the end, one piece per player Anywhere in the difficulty’s range 3 random stats, counts toward the set bonus

Drops roll inside the range, leaning 1 to 3 above your current Power, so every run can move you up. Leaving early or wiping keeps what you found on the way, but never set armour.

Difficulty Set armour material Power
Initiate (Sunken Crypt only) Iron 10-15
Easy Iron 15-25
Normal Diamond 25-35
Hard Netherite 35-45
Rift Trials Netherite 40 + key, up to 55 this season

Set pieces from Normal and Hard come Riftforged (Masterwork 3, three mod slots), so mods and masterworking work on them straight away. See The Riftforge.

Item names are coloured by difficulty: green for Easy, aqua for Normal, light purple for Hard.

Each set has its own armour trim and two bonuses, at 2 and 4 pieces worn.

Set Dungeon Pieces 2 pieces 4 pieces
Tidebound Sunken Crypt Helm, Cuirass, Greaves, Treads Your breath lasts much longer underwater Tridents deal 15% more damage
Deepdelver Copper Depths Lamp-Helm, Harness, Breeches, Hobnails Haste I underground and in dungeons When you’re hit, a slam throws back enemies within 4 blocks (every 20 s; bosses stand firm)
Paleward Pale Labyrinth Hood, Mantle, Wraps, Steps Night vision in the dark A hit of 3 hearts or more gives you 2 hearts of absorption for 5 s (every 30 s)
Initiate’s Sunken Crypt (Initiate) Cap, Coat, Leggings, Boots None None

Dungeon gear can be traded with /trade, sold in a chest shop or kept in your backpack.