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Item Set Bonuses

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Players who equip a certain combination of Items together can now receive a Set Bonus! This set bonus can range from a Tank bonus, to a Damage bonus, to a Healer bonus; they are not limited by class chosen, either, so a Tank can have a Healer bonus, and a Damage can have a Tank's. Mix and match the bonuses listed on the Items to customize your character's bonuses! Collect more items, put together more sets and chainsaw through enemies, bolster your allies and bear the brunt of the oncoming enemies you face together!

Characters that collect three of the same Set Bonus Type - either Restorator, Defender or Assailant - receive the option to pick from one of the correlating bonuses below!

Players must have all three of one type of 'color' - having all Restorator does not give them access to an Assailant buff. Players can also only have one buff active at a time!

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Restorator | Healing

Chosen One:
Choose a teammate for the duration of the event. Your successful healing rolls to them are bonused by +3 at a cost to -3 healing done to all others in party.

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SMITE! SMITE! SMITE!:
Three uses per event: You may choose to heal AND do damage with a single successful roll result during the same turn, without penalty.

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Galvanization:
Expend your reserves to empower an ally with full health, at the cost of -5 to your roll results for the remainder of the active event period.

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Overdrawn:
Following a failed healing roll, your next healing roll is empowered by +5, but performing it exhausts you for your next active turn - active or defensive.

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Sacrificial Vigil:
You are able to sacrifice portions of a 1d10 roll of your own health to empower an ally with extra health equivalent to the result of your roll. You are not able to roll above your own current health pool, or combine rolls in a single round. If overhealed, the extra health is added onto their pool for the duration of the event.

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Remission:
Able to dispel poisons, curses and other maladies without issue on 1d6 targets in place of a healing roll turn. (2 round cooldown.)

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Beacon of Light:
Improves the successful healing rolls of everyone else in your party by +2, but does not affect your own healing rolls.

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Fade:
Usable once per combat phase. You are now able to drop threat on a hostile target, causing them to focus on someone else instead of you; taking your damage in your stead.

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Cynosure:
You sacrifice your ability to perform group heals, instead empowering your successful single target healing by +2. (+3 on critical rolls.)

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Crucial Support: 
Choose a player at the beginning of the event to support. They gain a +2 to their roll totals, while you lose -1 on all of your own.

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Passive Assauger:

Concentrate your healing for up to three rounds, forfeiting any actions taken or rolls done, but adding +2 to your final healing roll result for each round passed. Players must announce use of this buff prior to forfeiting and enabling the bonus.

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Defender | Tanking

Attuned Defenses:
After each successful defensive roll against the same enemy, bonus your defensive roll result by +1 every round that they're still alive and continually targeting you. Only works on one target at a time.


Wall of Meat:
If using a shield against enemies in combat, decrease your damage taken maximum requirement of -1 to 0. If using avoidance in combat, increase your Dexterity by 2. If using brute stamina to take hits, increase your Constitution by 2. Only one may be selected at a time and cannot be changed mid-event.


Deflect Missiles:
Usable twice per event. When you would normally be struck by an attack with a ranged weapon - not including spell effects - you may deflect it so that you take 0 damage, and reroll so that they are instead sent to an enemy target for its intended damage.


Unbreakable Will:
You always receive a +5 bonus on checks against mind control, fear or other mind-altering spells or casts. If you are affected by such a spell or toxin, you always receive a +10 bonus to break it the following applicable round.


Deathboon:
Once per event, upon taking a blow that reduces your health to a near-fatal amount (1HP), take the damage from the attack that felled you and double it - adding it to the group's next roll result as a bonus to their Attempt rolls.


LOUD NOISES:
Your successful Taunts now interrupt any spellcasting done by the enemy - interrupting AoEs or disorienting them from performing damage the next turn. Bosses will have set DCs for interruptions.


Mindless Retaliation:
Increases successful Weapon rolls dealt by +2, but increases damage taken on failed defensive rolls by +2.


Grand Archmage’s Confidence:
Bonuses all your rolls by +2 while under half your available health.

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Hypervigilance:
You are able to keep up a Taunt on up to three enemies at one time, up from one, as long as your Taunt rolls are successful.

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Blessed Awareness:

Choose a teammate for the duration of the event. Whenever they make a roll that fails a defensive check, if your personal roll was higher than theirs (even if you took damage), you are allowed to take that damage in their stead.

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Duel to the Death:

Equalize a lesser enemy's health with your own. This ability cannot be used again until the current target on which it is used is slain. Not applicable for use on bosses.

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Assailant | Damage

RIP AND TEAR:
Against enemies with half their health or lower remaining, deal 2 additional points of guaranteed damage on top of your attack roll whether or not it succeeds or fails.


If I’m Going Down:
When you sustain fatal damage, select an enemy in melee range. That enemy receives the damage of the last attack you took, tripled.


Blitzer:
Empowers attack rolls performed by +2 if player is using a 2h weapon; however, they can no longer roll to dodge attacks.


Spell Wreath:
Usable
once per event: Roll 3d6. The sum + your INTELLECT is performed as AoE damage, divided amongst all enemies.


Succumb to Madness:
At half health or below, your damage taken is correlated into a bonus to damage done for attack rolls, at the cost of healing attempts having no effect on you for the rest of the event. Your Taunted-off DC is also raised by 2 if applicable.


In the Zone:
When you land a killing blow on an enemy, you are allowed another attack roll at a -1 penalty to damage dealt. This can proc as many times as you get kills.


Spindash:
Charge towards your target during a successful attack roll; on contact, the target is weakened, boosting all other attack rolls against it by half the attack roll result of the user. 3 round cooldown.)    


Combust:
Usable once per event: Roll 3d8. The result is spread as damage done to /all/ targets as AOE, AND to yourself; immolation is unable to be mitigated. This includes friendly fire.


Exposed Weakness:
Following a successful defensive turn, your attack roll against the hostile target you avoided is increased by +2. This effect stacks up to +10, and resets when the target expires.


Cannibalize:
Once per event: Instead of making a regular attack roll, you may now cannibalize opponents while they live, dealing half the damage of a normal attack roll result, but healing you for four times the amount of damage dealt.


Overcompensation:
Following a failed attack roll, your next attempted roll is empowered by +10. Choosing to perform it exhausts you for your next active turn, disallowing actions taken
( including defensive maneuvers! ).

For those players that want to change up their style, or are attached to certain items, there are Chromatic variations of Set Bonuses that can be earned, as well! Combinations of the primary colors are possible to make Orange [ Aggressor ], Green [ Striker ], and Purple [ Remediator ]!

Chromatic | Combination

One Yellow + Two Red
OR
Two
Yellow + One Red

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Quickest Way to a Man’s Heart:

Once per event, if you are inside of a living enemy, are in the process of being eaten, or have the opportunity to strike directly at the enemy's heart, triple the damage of your next attack roll and automatically escape from anywhere you may be trapped.


Aggressive Advance:

Usable once per event: On a successful attack roll on a target that is not in melee range, you can charge to that target and inflict an extra burst of 1d3 damage to it.


Intense Focus:

Gain a +1 to channeled or repeated rolls when passing a defensive roll following your channeled or repeated roll. Stacks up to a +3. If the player takes damage, the bonus is lost.

One Yellow + Two Blue
OR
Two
Yellow + One Blue

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Crowd Control:

When a player scores a critical hit, all creatures adjacent to the target also take 1d3 points of AOE damage.


Gleeful Bloodshed:

Two Uses: Damage done to an opponent on a successful attack roll grants the player a bonus on their next roll for a number of rounds equal to and lasting half the damage or healing dealt.


Trap Fiend:

Plant a trap on an enemy during a player phase. On the next enemy phase, roll 1d6; the damage dealt is taken by the enemy during the following player phase. Traps can only be planted during every other player phase.

One Blue + Two Red
OR
Two
Blue + One Red

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Walk it Off:

You may ignore up to 5 HP of damage from a failed defensive roll. (3 round cooldown.)


Targeted Retribution:

For every 5 points of HP lost, you are allowed to perform one unfailing counterattack for -2HP to an enemy.


Inner Peace:

For one turn, reduce the damage of all incoming attacks to -1 HP. During the next active turn, receive all of the damage you absorbed, minus your Constitution.

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