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