Black Pyramid Jewelry · v. 1.1

Ring Reference

Rings woven with random magical properties

No two rings are alike. Every ring in this mod is forged with a handful of magical properties — drawn at random from a deep pool and rolled in strength — so a ring you find on one campaign will never be the ring you find on the next. A ring's rarity decides how many properties it carries and how potent they may be. Most rings turn up unappraised: blank bands whose powers stay hidden until an Appraisal Scroll lays them bare. Decide for each brother which ring suits his role — and whether a mystery band is worth the gamble of a scroll.
Magic — modest, single-purpose rings
Rare — stronger, often two-fold
Legendary — powerful, build-defining
New in v1.1 — the ring wardrobe now holds 26 designs. A ring's name now scales with its rarity, and legendary rings are named for demons whose office matches the ring's strongest power — drawn from the Goetia and older lore (see A Ring's Name below).

Also new — a legendary ring may now carry up to three mythic properties, +1 Reach joins the mythic pool on equal terms, and a new mythic property arrives: Travelling Costs, lightening every step a brother takes on the battlefield (see Mythic Enchantments below).
The Twenty-Six Designs

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.

The Three Rarities

Rarity is fixed the moment a ring is created — even a blank band already knows what it will become.

Magic Ring Magic

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.

Rare Ring Rare

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.

Legendary Ring Legendary

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.

Appraisal & Discovery

A ring's powers mean nothing while they remain a secret. Reveal them — once and forever.

Unappraised Ring Unknown Properties

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.

Appraisal Scroll Consumable · 100g

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.

Where Rings Are Found

Three roads lead to a ring — the merchant's table, the corpse of a common foe, and the body of a fallen champion.

The Alchemist's Shop Reliable Supply

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.

Battlefield Loot 0.60% per kill

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.

Boss & Champion Spoils Already Appraised

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.

Ring Properties

Properties are drawn from three pools of rising power. A ring's rarity decides which pools it may reach into.

Lesser Enchantments All Rings

The foundation pool — steady, modest bonuses found on rings of every rarity.

Possible Properties
Resolve
Maximum Fatigue
Hitpoints
Initiative
Greater Enchantments Rare & Legendary

Combat-shaping bonuses — the lesser pool widened with martial skills, armour and sight.

Adds On Top Of Lesser
Melee Skill
Melee Defence
Ranged Skill
Ranged Defence
Physical Armour
Vision
Mythic Enchantments Legendary Only

The rarest powers — the crown of a legendary ring (one always, sometimes two or even three), capable of reshaping a brother's role outright.

The Mythic Crown
Chance to Hit Head
Minimum Damage
Maximum Damage
Skill Fatigue Cost
Fatigue Recovery
Action Points
Reach
Travelling Costs
Second Strike Chance (Augmenteds)

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.

A Ring's Name

Once appraised, a ring earns a name drawn from its strongest property — and the grander the ring, the grander the name.

A ring's title mirrors its worth. Magic bands take a plain name from their one property — Ring of Marksmanship, Ring of Vitality. Rare rings earn an adjective from their mightiest enchantment and may bear a beast-word — Keen Ring of the Fox, Tempered Ring of the Bulwark, Far-sighted Ring of Owl Eyes. Legendary rings are named for a demon whose office matches the ring's strongest power — Seal of Belial, Seal of Leviathan, Commanding Ring of Belial — drawn from the Goetia and older lore: the Watchers of Enoch, the beasts of Job, and the Dictionnaire Infernal.

Every name is rolled from a wide table of synonyms, beast-words and demon-names, so even two rings sharing a property rarely share a name.