[GUIDE] Dungeon Gear Drops by Chapter

Here is a full breakdown of all the dungeon drops, available by chapter. Spells aren’t in yet since I have to fill in that data manually.

Disclaimer: Do NOT spend Dungeon Tickets yet, they are bugged and will not drop Dungeon-specific gear.

Gear can drop from anywhere, but chests acquired from clearing Dungeons (NOT Dungeon Tickets currently) will have a higher chance of containing the specific gear piece. Thus, completing the Dungeon which contains the Spells or Gear you want is the best way to farm them.

Choosing a specific dungeon for gear will not guarantee its color or its affixes. The number notated with slashes is the value for the ability based on the item’s rarity (Rare/Epic/Legendary/Mythic for items and Common/Uncommon/Rare/Epic/Legendary/Mythic for the spells).

Dungeons also grant Marks, a currency used to purchase Chests in the shop. These purchased chests do not provide the specific loot of the dungeons you farmed them from, but they are a guaranteed method to obtain higher-levelled chests.

I am not certain as to how Dungeon level and difficulty affect drops.

Chapters 1-5

CHAPTER 01: Guard of Bartonia Set

  • Guard’s Broadsword: Gain +10/+20/+30/+40 power when matching <COLOR_GEMS>
  • Guard’s Shield: Add 30% to block chance, decreasing by 4%/3%/2%/1% every turn
  • Guard’s Belt: Gain +20%/+30%/+40%/+50% gold find if you win in less than 15 turns
  • Guard’s Armor: Gain 10/20/30/40 Armor when matching 5 or more gems
  • Guard’s Pauldron: Gain 1%/2%/3%/4% Melee Protection when matching 5 or more gems
  • Guard’s Gloves: Gain +1%/+2%/+3%/+4% Crit Chance when matching 5 or more gems

CHAPTER 02: Gwendholyn’s Royal Legacy Set

  • Royal Longsword: Cast a Fireball dealing 300%/400%/500%/600% Weapon Damage as Fire, when 10+ Fire Gems are matched
    • NOTE: The weapon’s color determines if a Fireball/Iceball/Poisonball/Lightball/Darkball is cast.
  • Royal Helm: Create a Big +3/+5/+7/+8 Skull when taking elemental damage
  • Royal Boots: Add 5%/10%/15%/20% Speed when matching a Big Gem
  • Royal Armor: Gain +1%/+2%/+3%/+4% Elite protection when matching a Big Gem
  • Royal Leggings: Gain +20/+30/+40/+50 Armor when matching Big 5+ Gem
  • Royal Signet Ring: Gain +3/+5/+7/+9 Mana of each color each turn when facing an Elite

CHAPTER 03: Peace of the Savior Set

  • Savior’s Staff: Refund 5/10/15/20 mana when casting <COLOR_MANA> spells
  • Savior’s Belt: Gain +5/+10/+15/+20 Gold Find if you match yellow gems
  • Savior’s Helm: Create 2/3/4/5 Big 5 Gems at the start of the battle
  • Savior’s Pants: Gain +10/+20/+30/+40 Resistance when casting a spell
  • Savior’s Locket: Gain +2/+4/+6/+8 Healing Boost when casting a spell
  • Savior’s Shield: 10%/20%/30%/40% chance to gain Barrier, when taking melee damage

CHAPTER 04: Dwarven Machine Set

  • Dwarven Hammer: 30%/50%/70%/90% chance to stun enemy for 1 turn when matching size V+ <COLOR_GEM>
  • Dwarven Boots: Gain 10/25/40/55 Armor when you make 5+ matches in a turn
  • Dwarven Ring: 20%/40%/60%/80% chance to create Big 5 red gem when matching red gems
  • Dwarven Necklace: Gain 10%/20%/30%/40% chance to create Barrier when matching a big 3+ gem
  • Dwarven Gloves: Gain 5/10/15/20 Crit chance when above half health
  • Dwarven Pauldrons: 10%/20%/30%/40% chance to gain 50 Resistance when taking Fire Damage

CHAPTER 05: Memory of Kelthurax Set

  • Dragonguard Tome: Add 5%/10%/15%/20% of Power to mastery
  • Dragonguard Helm: Gain 6/9/12/15 Start Mana for each color spell equipped
  • Dragonguard Breastplate: Gain 25/50/75/100 Armor for each different color piece of armor
  • Dragonguard Pants: Gain 10%/20%/30%/40% Elite Resistance if I have all 5 colors in my gear
  • Dragonguard Spaulders: Gain 25/50/75/100 Resistance for each color accessory
  • Dragonguard Ring: For each color match made in a turn 1%/2%/3%/4% chance to cleanse myself
Chapters 6-10

CHAPTER 06: Firewalker’s Echo Set

  • Firewalker’s Spear: Add 5%/10%/15%/20% to Crit damage for each <COLOR_GEM> on the board
  • Firewalker’s Shield: Add 1%/2%/3%/4% to Fire Resistance for each Red gem on the board
  • Firewalker’s Boots: 1%/2%/3%/4% chance for Haste each turn for each Red gem on the board
  • Firewalker’s Ring: Create 1/2/3/4 Red Gems every turn
  • Firewalker’s Belt: 1%/2%/3%/4% to Burn the enemy at the start of my turn for each red gem on the board
  • Firewalker’s Necklace: Upgrade all Big Red Gems to be 1/2/3/4 size larger when you create them (max x)

CHAPTER 07: Warlords Rising Set

  • Warlord’s Battleaxe: Deal 10%/15%/20%/25% bonus melee damage as
  • Warlord’s Mantle: Reflect back 10%/20%/30%/40% melee damage
  • Warlord’s Armguards: Add 10%/20%/30%/30% Crit damage for each big gem on the board
  • Warlord’s Mask: Upgrade a big gem by 1/2/3/4 at the start of my turn
  • Warlord’s Shield: Gain 1%/2%/3%/4% Block chance when matching a big gem 3+
  • Warlord’s Wrap: Gain 1/2/3/4 Power when matching skulls

CHAPTER 08: Doom of Night Set

  • Night Wand: Gain +2/+4/+6/+8 to all starting mana when facing enemy
  • Night Mask: Create 1/2/3/4 purple gems if you take dark or light damage
  • Night Cloak: Gain 2%/4%/6%/8% Dark Resistance per purple gem on the board
  • Night Boots: Add 10%/20%/30%/40% of Dark Damage Bonus to speed
  • Night Band: Add 5%/10%/15%/20% Dark Damage Bonus when matching 4+ Purple Gems
  • Night Amulet: 10%/15%/20%/25% chance to create a Big Skull 5 gem at the start of your turn

CHAPTER 09: Serpentine Scale Set

  • Serpentine Maul: +10/+20/+30/+40 damage for each <COLOR_GEM> on the board
  • Serpentine Ouroboros: Gain Regen for 2/3/4/5 turns if you match 7+ gems
  • Serpentine Pants: Gain 5/10/15/20 Armor the when you cast a green spell
  • Serpentine Belt: Create 2/3/4/5 green gems at the start of your turn if the enemy is poisoned
  • Serpentine Shield: Gain 10%/15%/20%/25% block amount if there are 8+ Green Gems on the board
  • Serpentine Pauldrons: 10%/20%/30%/40% chance to cause poison when taking damage

CHAPTER 10: Jeweled Light Set

  • Jeweled Orb: 1%/2%/3%/4% chance per <COLOR_GEM> to Blind enemy for 4 turns when matching skulls
  • Jeweled Gauntlets: Deal 10%/20%/30%/40% bonus damage to Blinded enemies
  • Jeweled Pendant: Add 1%/2%/3%/4% to Healing Boost per Yellow Gem on the board
  • Jeweled Breastplate: Add 25%/50%/75%/100% of your hero level to your Light Damage resistance
  • Jeweled Pants: Add 2/4/6/8 to Armor when you create a big yellow gem
  • Jeweled Tower: Create 2/3/4/5 yellow gems when I block
Chapters 11-15

CHAPTER 11: Runic Crystal Set

  • Runic Mace: Add 10/20/30/40 of mastery to Power
  • Runic Amulet: Add 1/2/3/4 to a random mastery at the start of your turn
  • Runic Boots: Gain 1%/2%/3%/4% speed when I cast a spell
  • Runic Belt: Add 2/4/6/8 to a mastery when you match a big gem of that color
  • Runic Ring: Gain +5/+7/+9/+11 Power to Ultimate when matching a big gem
  • Runic Wristbands: Add 10%/20%/30%/40% of your highest mastery to Critical damage
    CHAPTER 12: Fall of Esgaard Set
  • Esgaard Flail: Create 2/3/4/5 Skulls when matching <COLOR_GEMS>
  • Esgaard Mail: Gain +1%/+2%/+3%/+4% melee protection when matching blue gems
  • Esgaard Pants: Gain +1%/+2%/+3%/+4% elite protection when matching yellow gems
  • Esgaard Pauldrons: Add 50%/75%/100%/125% of your Hero Level to Healing Boost
    • NOTE: There is a typo in-game which states the Epic variant adds 750% of Hero level to Healing Boost, but it does not.
  • Esgaard Shield: Increase block chance by 2%/4%/6%/8% when an enemy is defeated
  • Esgaard Bandolier: Convert 1/2/3/4 red gems to skulls when casting a spell
    CHAPTER 13: Elven King’s Fury Set
  • Elven Bow: Deal 10%/15%/20%/25% bonus damage, ignoring armor when skulls are matched
  • Elven Ring: Add 10/15/20/30 red and blue mana when you score a critical hit
  • Elven Owl-Helm: Add 10/15/20/25 purple and blue mana when matching a big gem 3+
  • Elven Boots: Add 10/15/20/25 green and yellow mana when making 5+ matches in a turn
  • Elven Sash: Add 10/15/20/25 purple and green mana when taking elemental damage
  • Elven Charm: Add 10/15/20/25 red and yellow mana when casting a spell
    CHAPTER 14: Bone Defender Set
  • Bone Sickle: When creating big <COLOR_GEM> via a match, also create the equivalent skull +1/+3/+5/+6
  • Bone Mask: 10%/20%/30%/40% chance to casue Terror to an enemy for 4 turns when matching skulls
  • Bone Leg Armor: Gain 10/20/30/40 Armor when matching Skulls
  • Bone Pendant: Gain 10/20/30/40 Resistance when matching skulls
  • Bone Ring: Gain 5/10/15/20 Start Mana for each skull on the board at the start
  • Bone Gloves: Create 2/3/4/5 skulls when an enemy is defeated
    CHAPTER 15: Bane’s Bloodfang Set
  • Bloodfang Twinblade: Add 2%/3%/4%/5% to Critical Chance for each <COLOR_GEM> on the board
  • Bloodfang Breastplate: Create 2/3/4/5 Blue Gems when hit with melee damage
  • Bloodfang Boots: Gain 5%/10%/15%/20% speed when casting a blue spell
  • Bloodfang Shoulders: Gain 10%/20%/30%/40% Ice Resistance if there are 6 or more blue gems in play
  • Bloodfang Gloves: Deal 10%/20%/30%/40% bonus ice damage vs frozen enemies
  • Bloodfang Shield: 20%/30%/40%/50% chance to Freeze enemy for 4 turns when Blocking
6 Likes

As a bonus, here is my top list of best Dungeons to farm:

  • Chapter 1: This dungeon features a great spell in Channel Poison, but it’s also notable in that it is very easy to farm. Create a new character, complete Chapter 1, give the new character your endgame gear, then repeatedly complete the Chapter 1 Dungeon.
  • Chapter 4: This dungeon features the best weapon in the game. The Dwarven Mace provides a chance to stun when matching Big Gems of size 5 or higher. If you can get one in your class’s color, it’s a powerful source of extra stuns. It also includes the best necklace in the game, which gives you a marginal chance to gain Barrier when matching Big gems, providing extra protection.
  • Chapter 14: This dungeon features the best ring in the game. The Bone Ring provides a massive amount of starting mana, and if you can obtain two of them, you will be able to trivialize most battles by looping to victory.
1 Like

That is a lot of broken weapons. XD

Pre-nerf runic mace, but with a few turn delay.

Increases chip damage by more than double.

Infinite mana when used with other on cast mana accumulation gear.

Necromancer’s “make every tile on board into skulls” weapon.

Makes skulls into chip damage and allows chip damage to now crit.

That weapon is among one of the weaker ones on that list. The condition is likely to only happen once per board. Even at mythic, it will fail 10% of the time. At epic, it is just a coin flip on if it will stun or not. Stun doesn’t stack anymore as of a few days ago, at which point it was the strongest weapon in the game.

Just got one of these and it has been actually pretty cool. In the event you get a V in your color it’s really potent.

I re-arranged the table for easier comparison and decision making.
Please be noted that all gears are world drop. Dungeon chests give much higher chance of looting these.

Which dungeon to find

Chapter I: Guard
Chapter II: Royal
Chapter III: Savior
Chapter IV: Dwarven
Chapter V: Dragonguard
Chapter VI: Firewalker
Chapter VII: Warlord
Chapter VIII: Night
Chapter IX: Serpentine
Chapter X: Jeweled
Chapter XI: Runic
Chapter XII: Esgaard
Chapter XIII: Elven
Chapter XIV: Bone
Chapter XV: Bloodfang

Weapon

Melee Weapon
Guard: Gain power upon matching gems of corresponding color.
Royal: Inflict heavy damage based on weapon damage, as weapon element, when 10+ corresponding gems are matched.
Savior: Refund some mana when casting spells of corresponding color.
Dwarven: Chance to stun when matching a V+ big gem of corresponding color.
Firewalker: Extra critical damage for each gem of corresponding color on the board.
Warlord: Weapon attack inflict extra damage as weapon element.
Serpentine: Extra weapon damage for each gem of corresponding color on the board.
Runic: Add a percentage of corresponding mastery to power.
Esgaard: Create a few skulls when matching gems of corresponding color.
Bone: Create an even bigger skull when creating a big gem of corresponding color via a match.
Bloodfang: Extra critical chance for each gem of corresponding color on the board.

Missile Weapon
Dragonguard: Add a percentage of power to element mastery.
Night: Gain starting mana when facing enemies using weapon element.
Jeweled: Weapon attack have a chance per gem of corresponding color to inflict blind for 4 turns.
Elven: Weapon attack inflict bonus TRUE damage as weapon element.

Shield

Guard: Gain 30% block chance, but will diminish every turn.
Savior: Chance to gain barrier when taking melee damage.
Firewalker: Extra fire resistance for each fire gem on the board.
Warlord: Gain some block chance when matching III+ big gem.
Serpentine: Extra block amount if there’re 8+ poison gems on the board.
Jeweled: Create a few light gems when blocking.
Esgaard: Gain block chance upon kill.
Bloodfang: Chance to Freeze enemy for 4 turns when blocking.

Head

Royal: Create a big skull when taking elemental damage.
Savior: Create a few big V gems of corresponding color at the beginning of the battle.
Dragonguard: Gain starting mana for each different color spell equipped.
Warlord: Upgrade a big gem at the start of my turn.
Night: Create a few dark gems when taking light or dark damage.
Elven: Gain some dark and ice mana when matching a III+ big gem.
Bone: Chance to inflict terror for 4 turns when matching skulls.

Shoulder

Guard: Gain some melee protection when matching 5+ gems.
Dwarven: Chance to gain 50 resistance when taking fire damage.
Dragonguard: Gain some resistance for each different color piece of accessory.
Warlord: Reflect some melee damage back to attacker.
Serpentine: Chance to poison the attacker when taking damage.
Esgaard: Add a percentage of hero level to healing boost.
Bloodfang: Extra ice resistance if 6+ ice gems on the board.

Chest

Guard: Gain some armor when matching 5+ gems.
Royal: Gain some elite protection when matching a big gem.
Dragonguard: Gain some armor for each different color piece of armor.
Night: Extra dark resistance per dark gem on the board.
Jeweled: Add a percentage of hero level to light damage resistance.
Esgaard: Gain some melee protection when matching ice gems.
Elven: Gain some dark and poison mana when taking elemental damage.
Bloodfang: Create a few ice gems when hit by melee.

Arm

Guard: Gain some critical chance when matching 5+ gems.
Dwarven: Extra critical chance when health is above 50%.
Warlord: Extra critical damage for each big gem on the board.
Jeweled: Inflict bonus damage to blinded enemies.
Runic: Add a percentage of your highest mastery to critical damage.
Bone: Create some skulls upon kill.
Bloodfang: Inflict bonus ice damage to frozen enemies.

Leg

Royal: Gain some armor when matching V+ big gem.
Savior: Gain some resistance when casting a spell.
Dragonguard: Gain lots of elite resistance if gears with five different elements are equipped.
Serpentine: Gain some armor when casting a poison spell.
Jeweled: Gain some armor when a big light gem is created.
Esgaard: Gain some elite resistance when matching light gems.
Bone: Gain some armor when matching skulls.

Foot

Royal: Gain some speed when matching a big gem.
Dwarven: Gain some armor when making 5 or more matches in a single turn.
Firewalker: Chance of haste every turn for each fire gem on the board.
Night: Add a percentage of dark damage bonus to speed.
Runic: Gain some speed when casting a spell.
Elven: Gain some poison and light mana when making 5 or more matches in a single turn.
Bloodfang: Gain some speed when casting an ice spell.

Amulet

Savior: Gain some healing boost when casting a spell.
Dwarven: Chance to gain barrier when matching a big gem.
Firewalker: Upgrade all existing big fire gems when creating a big fire gem.
Night: Chance to create a V big skull every turn.
Jeweled: Extra healing boost for each light gem on the board.
Runic: Gain random mastery every turn.
Elven: Gain some fire and light mana when casting a spell.
Bone: Gain some resistance when matching skulls.

Waist

Guard: Extra gold bonus if battle is cleared within 15 turns.
Savior: Gain some gold bonus when matching light gems.
Firewalker: Chance to inflict burn every turn for each fire gem on the board.
Warlord: Gain a few power when matching skulls.
Serpentine: Create some poison gems every turn if enemy is poisoned.
Runic: Gain some corresponding mastery every time a big mana gem is matched.
Esgaard: Convert a few fire gems to skulls when casting a spell.

Ring

Royal: Gain some mana every turn when facing elite.
Dwarven: Chance to create V fire gem when matching fire gems.
Dragonguard: Chance to cleanse for every color matched in a single turn.
Firewalker: Create a few fire gems every turn.
Night: Gain some dark damage bonus when matching 4+ dark gems.
Serpentine: Gain regeneration for a few turns when matching 7+ gems.
Runic: Gain some ultimate charge when matching a big gem.
Elven: Gain some fire and ice mana when landing a critical hit.
Bone: Gain starting mana for each skull on the board at the biginning of the battle.

Dictionary

Positive
Barrier: Damage taken from next hit is reduced by 100%.
Haste: Mana gain from matching increased by 50%.
Cleanse: Remove negative effect.
Regen: Heal for a small amount every turn.

Negative
Burn: Small amount of true damage every turn.
Freeze: Mana gain from matching halved.
Poison: Damage taken increased by 25%.
Blind: Damage dealt by matching halved.
Terror: Benefit from positive effect are halved.
Stun: unable to act this turn.

5 Likes

Thanks for organizing this!

While there are exceptions per class, as well as multiple strong ones per category, here are the ones I personally find the strongest at the moment.

  • Weapon: Guard Broadsword. Infinite power buildup.

  • Shield: Savior. Barrier.

  • Head: Savior. Makes turn 1 a lot stronger and has synergy with many other gear.

  • Shoulder: Serpentine. Highest damage output of any shoulder.

  • Chest: Royal. Can stack 100% damage resistance against elites.

  • Arm: Guard. Can stack 100% crit chance.

  • Leg: Dragonguard. Combined with Royal Chest for 100% elite protection.

  • Feet: Elven. There is an argument to be made that gaining speed is actually bad due to it slowing down the time to complete a battle. These don’t give speed.

  • Amulet: Elven. Literally infinite damage at epic+ rarity.

  • Belt: Warlord. Highest damage of any belt, same thing as the Guard Broadsword, but belt builds it much slower.

  • Ring: Bone. Makes starting turn ridiculously strong.

3 Likes

Just want to add a bit (based on my opinion):
For Head, Warlord’s Mask also can be considered because I think it has more benefit for long battle such as dungeon - it has synergy with some other gears too.
For Belt, if you’re spell caster and not focusing on skull, perhaps Runic Belt can be considered better.

Yeah, I personally use runic belt. It is one of those class situations.

Warlord is better on Necro and Berserker. Runic is used on the other 3.

1 Like

A note, there was a typo with the Bloodfang Shield, it does not have the same text as the Shoulders.

I have corrected it in the OP as well as below:

Not a particularly interesting effect, and in fact I would consider it detrimental since it prevents enemies that have non-damaging spells from filling.

In game it still has the same text. Never bothered testing it to see what it does, but the text in game is 10%-40% frost resistance based on 6+ blues on board.

Interesting. Just did some datamining and I can confirm that the text I listed (which is the text that Gary’s bot displays) is reflected correctly in the game data.