Rings woven with random magical properties
Every ring wears one of twenty-six hand-forged designs, chosen at random when it is created. The design is purely cosmetic — it is the rarity that adds the tell-tale glow once a ring is appraised (see The Three Rarities below). Below are all twenty-six bands in their plain, unappraised form.
Rarity is fixed the moment a ring is created — even a blank band already knows what it will become.
A simple enchantment with 1–2 lesser properties — resolve, stamina, health or initiative. The everyday ring: a small, reliable edge for any brother.
Appears most often in the alchemist's stock (88% of blank rings) and is the commonest spoil of a fallen champion.
Carries 2 lesser properties rolled high, and a 70% chance of a third, greater property — a combat skill, physical armour or vision.
Roughly 10% of the alchemist's blank rings. A worthy prize that rewards appraisal.
A treasure of 3–7 properties — lesser and greater enchantments crowned by mythic properties: head-hunting accuracy, raw damage, an extra Action Point, longer reach and more.
One mythic property is always there. On top of it the ring rolls twice more, each on its own: a 35% chance for a second and a 5% chance for a third — so roughly 1 in 3 legendaries carries two, and fewer than 1 in 50 carries all three. The same mythic power never appears twice on one ring. Only 2% of shop blanks; a rare drop indeed.
A ring's powers mean nothing while they remain a secret. Reveal them — once and forever.
A band bearing a cryptic engraving. Its true properties are hidden, and it shows only a flat value — you cannot tell a worthless trinket from a legendary heirloom by sight alone.
Equip it on a brother in the accessory slot, then use an Appraisal Scroll to unlock its fate.
A manuscript inscribed with a revealing spell. With an unappraised ring worn in a brother's accessory slot, use the scroll — the ring's properties, name and rarity colour are revealed permanently.
The scroll is spent in the casting. Sold by the alchemist alongside the blank rings.
Three roads lead to a ring — the merchant's table, the corpse of a common foe, and the body of a fallen champion.
Every alchemist keeps 2–4 blank rings and 2–4 Appraisal Scrolls in stock. Blank rarity follows the merchant table — 88% Magic, 10% Rare, 2% Legendary.
Any slain enemy may drop a blank ring — a 0.60% chance on every kill, the same for the lowliest thug or the toughest brute. Over a long campaign these add up to a steady trickle of rings to appraise.
Loot-table rarity leans common: 70% Magic, 23% Rare, 7% Legendary.
Bosses and champions drop rings that are already appraised — their powers visible at once, no scroll required. The ring falls to the tile beneath the body, like a trophy claimed in battle.
Per kill: 50% for a Magic ring, 16.67% Rare, 8.33% Legendary.
Rare beasts of the Black Pyramid. The legendary beasts — direwolf, spider, nachzehrer, mummy, serpent and lindwurm — are a special case: each yields one already-appraised ring every time it is slain. A certain spoil, not a chance one. Each beast keeps its own table of fortune, so the ring's rarity depends on which beast fell:
Direwolf, Spider & Nachzehrer: 25% Magic, 60% Rare, 15% Legendary.
Mummy: 15% Magic, 65% Rare, 20% Legendary.
Serpent & Lindwurm: 20% Magic, 55% Rare, 25% Legendary.
Properties are drawn from three pools of rising power. A ring's rarity decides which pools it may reach into.
The foundation pool — steady, modest bonuses found on rings of every rarity.
Combat-shaping bonuses — the lesser pool widened with martial skills, armour and sight.
The rarest powers — the crown of a legendary ring (one always, sometimes two or even three), capable of reshaping a brother's role outright.
Second Strike Chance — a +1% to +4% chance, after any basic mainhand attack, to immediately repeat that strike. The follow-up costs no Action Points but does cost Fatigue, mirroring the Two-Weapon Fighter follow-up. This property only appears — and only works — if the BP Augmenteds mod is installed; without it the property is never rolled.
Travelling Costs — every tile a brother moves costs 1 to 2 less Fatigue, in the manner of a pathfinder's sure stride. It stacks with Pathfinder and other movement perks, but never makes a step cost less than nothing: on the easiest ground the reduction simply stops at zero.
Reach — +1 Reach, a ring that lengthens the arm itself. It no longer replaces a mythic property; it is simply one of them, rolled on equal terms with the rest.
Once appraised, a ring earns a name drawn from its strongest property — and the grander the ring, the grander the name.