1. Home
  2. What's new
  3. Deep gear

v0.19.0 · 13 October 2026

Deep gear: sets, legendaries and uniques

The Deep gear of The Ember Depths: 3 sets, 20 legendaries and 12 uniques that only the deepest charts and Breach Wardens drop, with every bonus and power.

Deep gear is the chase past the campaign: 3 sets, 20 legendaries and 12 uniques, all level 20 and all Emberforged. Only the Deep: chart bosses on tier 6+ charts, Breach Wardens and Survey-Shard rolls at the Merchant · always Emberforged. Deep uniques: Only from the Deep: Breach Wardens, chart bosses of tier 8 and up, and Survey Shards. Always Emberforged. Deep items never drop in the campaign, and the campaign's items-per-boss rules are unchanged.

Sets

Each Deep set has five pieces (15 in all) and bonuses at 2, 3 and 5 pieces worn.

The Deep sets: five pieces each, always Emberforged
SetWorn byPiecesBonus
Breachwarden's MantleFighter, Paladin, Dread Knight, Barbarian2+2 AC, +20% fire resistance
3Cinder Bulwark: when struck, 20% chance to raise an ember ward that soaks 15% of your health in blows, then bursts in a ring of fire (150% weapon damage)
5Warden's Toll: kills near you leave embers on the floor for 6 s that set foes who step in alight (60% weapon damage per second) · +8% maximum health
Surveyor's LanternsWizard, Sorcerer, Warlock, Necromancer, Cleric, Druid, Paladin, Bard2+2 spell save DC, +12% area damage
3Lantern Mark: your first hit hangs a lantern over a foe; lit foes take +12% damage from you and your allies
5Charted Path: every 4 seconds in battle a beam of lantern light sweeps the floor ahead of you (120% weapon damage) · +8% skill damage
Chartbreaker's KitRogue, Ranger, Monk2+10% attack speed, +12% movement speed
3Open Ground: +40% damage against foes above 90% health; an opening critical hit lands with a flourish
5Vanish Step: dodging an attack or dashing leaves a shadow decoy that taunts foes for 2 seconds, then shatters (100% weapon damage) · +4% dodge chance

Legendaries

Each power's number rolls inside the range shown.

The Deep legendaries: level 20, always Emberforged
LegendarySlotPower
Girdle of Banked EmbersBeltWhen struck, 15–25% chance to raise an ember ward that soaks 15% of your health in blows, then bursts in a ring of fire.
Cinderplate of the Last GateArmorWhen struck, 12–20% chance to raise an ember ward that soaks 15% of your health in blows, then bursts in a ring of fire.
Breachgate BulwarkShieldKills near you leave embers that set foes alight for 45–75% weapon damage per second.
Emberwake QuiverQuiverKills near you leave embers that set foes alight for 40–65% weapon damage per second.
Lamp of the Last VigilFocusYour first hit hangs a lantern over a foe; lit foes take 10–16% more damage from you and your allies.
Lamplighter's QuiverQuiverYour first hit hangs a lantern over a foe; lit foes take 8–14% more damage from you and your allies.
The Surveyor's LampFocusEvery 4 seconds in battle a beam of lantern light sweeps the floor ahead of you for 100–150% weapon damage.
Circlet of the Lantern-EyeHelmEvery 4 seconds in battle a beam of lantern light sweeps the floor ahead of you for 90–130% weapon damage.
Sash of the UnfollowedBeltDodging an attack or dashing leaves a shadow decoy that taunts foes for 2 seconds, then shatters for 80–120% weapon damage.
Cowl of the Second SelfHelmDodging an attack or dashing leaves a shadow decoy that taunts foes for 2 seconds, then shatters for 70–110% weapon damage.
The Cartographer's CordBeltSkills have a 22–34% chance to unleash a nova of elemental fury.
Lute of the Charted RoadFocusYour song lifts the party: you and allies near you deal 16–24% more damage.
Totem of the Deep RootFocusEvery 5 seconds, thorns erupt around you for 110–160% weapon damage, rooting foes.
Crown of the Deep SurveyHelmYour hits doom a foe: 2.5s later it suffers 70–100% of the damage you dealt it meanwhile.
Fists of the BreachGlovesEvery third basic attack releases a palm shockwave for 110–160% weapon damage around you.
The Unmoved PikeWeaponWhen a foe misses you, strike back at once for 140–200% weapon damage.
Riftbinder's StaffWeaponKills have a 30–45% chance to tear open a void that drags in and grinds nearby foes.
BreachbornWeaponKills whip you into a frenzy: +8–12% attack speed per stack (5 stacks, 5s).
Chartfire RunewandWeaponSkill hits burst with a random element for 35–55% extra damage and its ailment.
The Charnel LedgerFocusKills tear three bone spears from the corpse at nearby foes for 80–120% weapon damage.

Uniques

Every Deep unique has two powers from the start and a third that sleeps until the item is honed at the Forge. Its stats still count while it sleeps.

The Deep uniques: level 20, always Emberforged. A power marked (asleep) wakes when the item is honed at the Forge
UniqueSlotWorn byPowers
Breachmaw, the Open GateWeaponFighter, Barbarian, Dread KnightFault Line: Every 12th basic hit tears a fissure 8 tiles ahead: 520–600% weapon damage to every foe on it, and they burn for 4s. · Stoke the Gate: Each kill stokes the gate: +3% attack speed and +3% damage for 6s (up to +24% and +24%). · The Gate Answers (asleep): When an elite or boss dies, a meteor answers on the nearest foe: 600–700% weapon damage within 3 tiles, burning them for 4s.
Cinderplate of the Last GateArmorVanguardEmbershards: Blows you take set ember shards circling you (+2% damage reduction each). At 6 they fly at foes for 190–230% weapon damage each. · Stand in the Fire: Foes within 2.5 tiles take 40–50% weapon damage as fire every second. · Last to Leave (asleep): Hits have a 18–24% chance to be blocked: you take 50% less from them.
LanternfallWeaponPaladin, ClericLanterns Fall: Every 4th skill you cast, 7 lanterns fall on foes near you: 240–280% weapon damage each, and they are Marked for 4s. · Kindly Light: Skill hits have a 30% chance, once a second, to heal the most wounded ally within 6 tiles for 30–40% of the damage. · Surveyed Ground (asleep): You and allies within 4 tiles take 6–10% less damage.
Lamp of the Lost SurveyFocusDevoutWardlights: Each heal lights a wardlight circling you. At 5 they streak into foes for 220–260% weapon damage each, healing allies for 40% of it. · Lamp-Struck: When struck, a 25% chance (once every 4s) to flare: 160–200% weapon damage to foes within 3 tiles, Marking them for 4s. · Never Goes Out (asleep): Each ally you heal takes 0.3–0.5s off all your cooldowns.
Farsight, the ChartbreakerWeaponRogue, Ranger, BardEdge of the Map: Every 10th basic hit fires a comet-lance that pierces 12 tiles for 440–520% weapon damage and Shocks for 3s. · Stormwake: Critical hits have a 30% chance to arc through 3 foes for 100–120% weapon damage. · Off the Chart (asleep): Casting a skill with a foe within 1.5 tiles blinks you 2.5–3.5 tiles away from it.
Cloak of the Last CartographerCloakSkirmisherPaper Blades: Crits fold paper blades into orbit (+2% crit chance each). At 6 they cut loose at foes for 150–175% weapon damage each, Bleeding them. · Shortcut: While moving in battle, every 1.4–1.8s you blink 5 tiles ahead; your next hit after it is a guaranteed critical hit. · Map's Edge (asleep): Dashes and blinks end in smoke (once every 4s): allies within 4 tiles +25% dodge; foes there take 270–330% weapon damage, Stunned 1s.
The Deepest ChartWeaponWizard, Sorcerer, Warlock, NecromancerUncharted Stars: Each cast sets a void star circling you (+2% skill damage each). At 7 they fall on foes for 175–210% weapon damage each. · Margin Notes: Kills refund 30–40% of your last skill's cost. · Here Be Monsters (asleep): Every 24 foes your skills strike, 3 void rings burst out of you: 280–320% weapon damage each, flinging foes back.
Crown of the Drowned StarsHelmArcanistStarfall: Every 6th skill you cast calls down 8 drowned stars on foes near you: 200–240% weapon damage each, Chilling them for 3s. · Undertow of Thought: 26–34% of the damage you take drains your resource instead (1 point soaks 3 health, more with level). · Tidal Insight (asleep): Each skill you cast adds a tide: +6% skill damage and +3% cooldown reduction for 6s (up to +30% and +15%).
Heart of the BreachAmuletAny classBreachpulse: Each kill sets a breach-ember circling you (+2% damage each, up to 8). At 8 they burst out at foes for 200–240% weapon damage each. · Heartburst: Dropping below 40% health makes the heart burst: 450–550% weapon damage to foes within 4 tiles. Once every 20s. · Beat for Beat (asleep): Lethal damage can't drop you below 1 health for 3s, and you heal 30–50% of the damage you deal meanwhile. Once every 90s.
The Warden's Last BreathAmuletAny classExhale: Every 8th kill, you exhale 3 shockwave rings: 240–280% weapon damage each, flinging foes back. · Second Wind: When an elite or boss dies, your next skill deals +280–320% damage. · Held Breath (asleep): You and allies within 3 tiles move 8% faster and attack 5–7% faster.
Emberglass SignetRingAny classGlass Splinters: Critical hits have a 25% chance to shatter into 8 glass splinters: 65–85% weapon damage each. · Prism Heart: Skill hits grow glass motes around you (+4% crit damage each, up to 9). At 9 they streak into foes for 125–155% weapon damage each. · Flawless Cut (asleep): Each critical hit sharpens the glass: +1% crit chance and +5% crit damage for 4s (up to +10% and +50%).
Band of the Torn ChartRingAny classTorn Edge: Every 8th critical hit tears the floor open toward your target: 380–460% weapon damage along 7 tiles, Chilling foes for 3s. · Missing Floor: Kills have a 20% chance to open a hole that drags foes within 3.5 tiles in and hits them for 110–130% weapon damage. · Charted Return (asleep): Lethal damage rewinds you to where you stood, with the health you had, 3 seconds ago. Once every 80–100s.

See also