Pairs
Two pieces of gear that unlock a named bonus when you wear them together.
How Pairs work
- A Pair is your weapon plus one worn piece: armor, a hat, a cloak, boots, an accessory, an off-hand or your trinket. Wear both and the Pair switches on, and the host makes a fuss about it.
- Item cards show "Pairs with ..." on any piece that can be half of a Pair, and "PAIRED" once it's on.
- You can have more than one Pair on at once.
- With no weapon, your fists count as a STR melee weapon, so Gym Rat works with STR gear.
- Conjured blades from spells never make Pairs.
- In PvP every Pair bonus counts half as much.
Where a weapon's Pairs come from
A piece of gear's Pairs come from what it does: its own traits plus its enchantments. Nothing else carries over, and crafting a weapon doesn't change the rules. A crafted weapon pairs the same way a found one does.
- Its own traits. A magic weapon pairs for Book Smarts, a STR melee weapon for Gym Rat, a Bard weapon for Mic Drop, and an elemental weapon for Matching Outfit with gear of the same school.
- Its enchantments. Enchantments add traits. Flaming gives a weapon Burn (Hot Pants), Vampiric or of the Leech gives Lifesteal (Bedside Manner), Sneaky or of the Night Shift gives Sneak (Slip 'n' Stab), and Greedy gives Gold (Cash Grab). So the same weapon can pair differently depending on what rolled on it, and an Upgrade scroll, an Enchant Kit or Regifting can give it a new Pair.
- A Scroll of Matchmaking. It makes one piece count as half of a Pair you pick, even if it doesn't fit. One Matchmaking per piece.
Example: the Grudge Blade. It's a DEX weapon of the Tech school with no Burn, Lifesteal, Sneak or Gold of its own, so on its own it doesn't pair with anything. Its Pairs come from the enchantments it picks up (Flaming for Hot Pants, Vampiric for Bedside Manner and so on), or from a Scroll of Matchmaking.
Every Pair
| Pair | Weapon | Worn piece | What it does |
|---|---|---|---|
| Book Smarts | a magic weapon | INT gear | Spells and magic weapon hits do x1.3 damage. |
| Gym Rat | a STR melee weapon | STR gear (+2 or more) | Melee hits do x1.15 damage, and kills heal 1. |
| Hot Pants | a Burn weapon | Fireproof gear | +25% chance to set things on fire, and x1.5 damage to anything standing in fire. |
| Bedside Manner | a Lifesteal weapon | Regen gear | Lifesteal heals three times as much, and hits do x1.2 damage while you are at full health. |
| Slip 'n' Stab | a Sneak weapon | Dodge gear | x1.75 damage to anything at full health, and the Sneak bonus also works on stunned enemies. |
| Cash Grab | a Gold weapon | Gold gear | Hits do up to x1.5 damage the more gold you carry (+5% per 100 gold), and crits knock coins loose. |
| Matching Outfit | an elemental weapon | gear of the same school | Your hits' school effect is twice as likely, and those hits do x1.15 damage. |
| Mic Drop | a Bard weapon | CHA gear | +1 Hype for every hit, and kills put the crowd on your side (+20% damage for 2 turns). |
Weapons that pair on their own
Before enchantments: Book Smarts 14, Gym Rat 91, Hot Pants 4, Bedside Manner 2, Slip 'n' Stab 1, Cash Grab 1, Matching Outfit 32, Mic Drop 2. The Weapons page lists each weapon's Pairs.
Built from the game's own data for Level Crawl v0.82.8.