Armor sets
Armor comes in class-specific sets (Warrior, Mage, Guardian) with helmet, chest, and legs slots. Set bonuses reward wearing matching dungeon-themed gear.
Secret armor crafting inherits Potential from the Legendary piece used — never craft from a low-Pot legendary. Fully upgrade legendaries before crafting.
Set structure and bonuses
Three armor slots: helmet, chest, legs. Class-specific sets (Warrior, Mage, Guardian) with dungeon themes — Iron Warrior, Roseborne Mage, Guardian equivalents per tier.
Set bonuses activate when wearing matching pieces from same set family. Mixing sets forfeits bonus — acceptable only during transition between dungeon tiers.
Secret armor craft at level 70+ requires fully upgraded Legendary base plus Calamity mob and boss materials from Ragnarök's Descent or higher.
Potential inheritance rules
Secret armor Pot copies Legendary base exactly at craft moment. If Legendary was gem-rerolled before craft, Secret shows purple Rerolled mark — stats still lock permanently.
Never craft from sub-90% Pot Legendary unless desperate — endgame Calamity expects 92%+ on every piece. Reroll Legendary with gems before spending boss materials.
Helmet often rolls highest Potential — craft helmet first to validate base quality before committing chest and legs materials.
Class-specific priorities
Warrior armor: Physical Potential on all three pieces. Mage: Spell Potential plus health on chest. Guardian: Health Potential and defense substats.
Calamity material costs scale with dungeon tier — Neon District full set requires thousands of mob materials. Use 2:1 Exchange NPC for bottleneck boss materials.
See crafting guide and material counts.
Guardian Secret armor favors health flat over percent modifiers on chest slot — largest health pool slot determines survive-one-shot threshold in First Sanctuary.