Make them a 3-piece set.
- Greater Divine Blessing: This is one of three items in the Greater Divine Blessing set. When two items are equipped, you gain Superior Devotion VII, increasing the effectiveness of your 7th level and lower healing spells by 50%. When all three items are equipped, you will also gain Epic Devotion V, increasing the effectiveness of your 5th level and lower spells by 60%, and Devotion IX, increasing the effectiveness of your 9th level and lower spells by 20%.
- Greater Elder's Knowledge: This is one of three items in the Greater Elder's Knowledge set. When two items are equipped, you gain a 6% bonus to crit chance and a .5 bonus to crit multiplier on your Acid, Cold, Electric, and Fire spells. When all three items are equipped, the chance is increased to 9%. You also have a chance for your spells to ignore any elemental resistance your opponent may have.
- Greater Marshwalker: This is one of three items in the Greater Marshwalker set. When two items are equipped, you gain 30% striding, +15 to jump, and +20 to swim. When all three items are equipped, you benefit from a continuous Freedom of Movement effect.
- Greater Raven's Eye: This is one of three items in the Greater Raven's Eye set. When two items are equipped, you will gain a +4 bonus on To-Hit, and +3 to Search and Spot. These bonuses stack with all other bonuses. When all three items are equipped, you will gain Seeker +8 (+8 to confirm criticals and critical damage, before multipliers).
- Greater Shaman's Fury: This is one of three items in the Shaman's Fury set. When two items are equipped, you will gain a +40% bonus to damage on 8th level and lower Acid, Cold, Electric, and Fire spells. When all three items are equipped, you have a chance of going into a fearsome Shaman's Trance, which boosts offensive spellcasting.
On-casting spell chance, enter a fearsome Shaman's Spellfury Trance. You gain a +20% profane bonus to spell damage, have a 33% reduction in spell costs, shorter cooldowns and casting times, and have +3 to the DC's of your offensive spells. The Trance lasts for 30 seconds, followed by 8 seconds of bewilderment and blindness from the intensive spellcasting, and your maximum SP is lowered by 500 each time you enter a trance between rests. Sorcerers have a higher chance of entering a trance, and Sorcerers with a TierIII Savant can cast their chosen element with a 75% reduction in cost.
- Greater Siren's Ward: This is one of three items in the Greater Siren's Ward set. When two items are equipped, you will gain a +6 insight bonus to saves and AC. When all three items are equipped, you will gain Epic Siren's Wail Guard. This will give a chance, on being hit, to release a cacophonic burst, doing 100d6 sonic damage to all enemies in the area. Enemies may also be paralyzed with fear, will save 30 negates. All enemies have a -4 penalty to damage, attack, saves, and AC without save.
- Greater Vulkoor's Cunning: This is one of three items in the Greater Vulkoor's Cunning set. When two items are equipped, your threat will be reduced by 20% and your weapons inflict a powerful Vulkoorim Poison on vorpal hits, doing 2 to 12 points of Constitution damage (DC 30 fort save negates). When all three items are equipped, your poison is heightened to deadly levels. On a vorpal hit, you inflict 3 to 18 points of constitution damage, (DC 35 fort save negates). If the first save is failed, the victim must make another fort save (DC 30) or take 200 points of damage. If both saves are failed, the victim must make a DC 28 fort save or be killed instantly.
- Greater Vulkoor's Might: This is one of three items in the Greater Vulkoor's Might set. When two items are equipped, you will do an additional 4 damage each hit and your threat will be increased by 20%. When all three items are equipped, you can sunder your opponent on a vorpal strike, reducing AC by 4 and fortification by 10% (DC 30 reflex save negates).