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Armor sets

An armor set is a collection of matched pieces — helmet, chestplate, leggings, boots — that grants a bonus only when enough of them are worn at once. Think Inferno Set: burn attackers and shrug off fire when the full set is worn.

A set declares three things:

  • Its pieces — the helmet/chestplate/leggings/boots that count toward it, each with its own look (material, name, lore).
  • A completion threshold — how many pieces must be worn for the bonus to activate (a set might need 4 of 4, or fire at 3 of 4).
  • Its bonuses — a top-level bonuses: list, each entry a trigger + effects block exactly like an enchant's, that fires once the set is complete.

The bonuses list

Bonuses are a flat list at the top level of the set file — they are not nested under armor: or weapon:. Each entry declares which side it hangs off with on: armor or on: weapon, and a set may carry several entries per side:

# Behaviours: on:armor fires while the set is complete; on:weapon also requires the set weapon held.
bonuses:
- on: armor
trigger: DEFENSE
chance: 45
cooldown: 100
effects:
- { IGNITE: { duration: 80, who: "@Attacker" } }
- { POTION: { effect: FIRE_RESISTANCE, level: 1, duration: 100, who: "@Self" } }
- { PARTICLE: { particle: FLAME, count: 12 } }
- on: weapon
trigger: ATTACK
chance: 60
effects:
- { IGNITE: { duration: 60, who: "@Victim" } }

An entry's shape is { on, trigger, chance, cooldown, effects }.

The matched weapon

A set can optionally include a matched weapon — a sword or axe whose on: weapon bonuses fire only while the full set is worn. The Inferno Set, for example, has an Inferno Blade that sets foes alight on hit, but only if you are also wearing the four armor pieces.

Omni pieces

An omni piece is a wildcard: it counts toward completing any set the player already owns at least one real piece of, and it can count toward several partially-worn sets at once. It can never complete a set on its own — a set needs at least one genuine piece of its own before an omni piece will top it up.

How sets feed the engine

A set bonus is just another source of effects. When the engine resolves what a player is wearing, a completed set contributes its effects to exactly the same pipeline that enchants and crystals use — the same triggers, the same selectors, the same chance/cooldown gates. Nothing special.

This means multiple completed sets stack: if a player somehow wears two completed sets, both contribute. See feature interactions for how overlapping sources combine.

:::note Sets have no tier Unlike enchants and crystals, an armor set has no rarity tier. The tier system is for individual enchant/crystal lore; a set's identity is its pieces. :::

  • Heroic upgrades — a separate, non-set-bound power-up for any gear.
  • Enchants — the same trigger/effect model on individual items.
  • Masks and pets — the other worn ability sources alongside armor sets and crystals.

To build one, see Defining a set.