070 Rings

Updated 3 weeks ago

Rings

Rings are mystical artifacts worn by the necromancer to enhance their power, control their summons, or interact with the world in supernatural ways. Each ring has a unique ability, often tied to Necroplasm, summons, or other dark magics.

Some rings are active tools, requiring key presses to trigger effects (e.g., [Alt + G] (Grab) to command skeletal hands or [Alt + L] (Light) to emit ghostly light), while others provide passive or always-on benefits that affect the necromancer, their minions, or special systems like the Chest of Forgotten Souls.

Rings range from practical utility to powerful combat augmentations, each carrying lore and history tied to the darkened realms the necromancer navigates.

Below, you will find the available rings with their images, recipes (where applicable), and detailed descriptions of their effects and lore.


Image Item Recipe Effects
Ring of Forgotten Souls Gifted by Odin to his necromancers. Calls forth the Chest of Forgotten Souls — a weightless vault adrift between realms. Cannot be unequipped.
Ring of Ancient Recall - 1 × Ancient Bark
- 1 × Guck
- 10 × Coins
- 1 × Skeleton Trophy
Recall undead with a single thought ([DEL] key).
Howl of the Crypt Ring - 100 × Wolf Pelt
- 60 × Wolf Meat
- 10 × Wolf Fang
- 10 × Wolf Trophy
Grants skeletons the ability to summon a dire wolf. Currently disabled until bugs are sorted.
Ring of Skeletal Hands - 20 × Bone Fragments
- 1 × Iron
- 100 × Coins
- 1 × Skeleton Trophy
Press [Alt + G] (Grab) to command unseen hands to scavenge nearby remains. Consumes 100 Necroplasm.
Thorns of the Master Ring - 250 × Bone Fragments
- 10 × Blood Bag
- 1 × Root
- 1 × Skeleton Trophy
Summons bear all damage taken to the master.
Wraithlight Ring - 100 × Bone Fragments
- 1 × Dvergr Helmet
- 100 × Coins
- 1 × Skeleton Trophy
Emits a cold, unwavering light. Toggle with [Alt + L] (Light). Provides ghostly illumination.
Ring of Lost Merchants - 10 × Ruby
- 10 × Amber
- 10 × Yellow Mushrooms
- 100 × Coins
- 1 × Skeleton Trophy
Produces a guiding light above the wearer that points toward the nearest merchant.

“Greed leaves a trail even the dead can follow.”

Ring of Skeletal Hands

This ring requires a bit more explanation than what can be placed in brevity in the table above.

Press [Alt + G] (Grab)

An example of using the Ring of Skeletal Hands to grab nearby resources.

You do not get to choose which nearby resources the skeletal hands will grab. Essentially, the necromancer faces in the direction of the resources that they would like to grab. Any resources within a 50m radius will be retrieved into the necromancer's main inventory if there is capacity.

So, imagine a horizontal 50m circle and at the edge of the circle is where you are standing looking directly to the centre of the circle. This is essentially the area that the skeletons will grab from. As you rotate your character, the area to grab from spins around your position.

Each attempt will consume 100 Necroplasm. This is a lot when starting out but becomes satisfactory in later game when you have better summoning crystals and cores, with faster regeneration.

If there are no items within the 50m to grab, then no Necroplasm is consumed. However, if there ARE items to grab but the necromancer does not allow space in their main inventory, then 100 Necroplasm is consumed even though you get 0 amount of the item. Think of this like an idiot tax! :)

If you have several hundred silver ore, for example, you can grab all of it at once and then be overburdened. However, you can drop it and run up to 50m away, turn back and grab it back into your inventory. Effectively, move a large weight of goods such as stone, wood, ore, etc. You can dump massive amounts of goods at your doorstep then go inside to the Spectral Chests and easily grab the goods with the Ring of Skeletal Hands and then drop them in bulk into the chest.


Ring of Lost Merchants

When worn, this ring reveals the direction of the nearest merchant through a faint spectral trail of shimmering light. It can be toggled with [Alt + T] (Trader).

The Ring of Lost Merchants’ spectral trail guiding a necromancer across the open sea in bright daylight.

Following the spectral path through the Black Forest by day.

The trail burns brightest at night, visible even through thick forest canopies.

The trail left by the Ring of Lost Merchants is much clearer to see by night. During the day, its faint light can be harder to notice in bright conditions or open terrain such as the ocean.

This ring once belonged to Thrain Goldvein, a Dvergr prospector whose greed drove him deep into the earth in search of treasure. When his lantern failed, he clawed at the walls in darkness — his final breaths spent seeking light that never came.

Bound by remorse rather than curse, Thrain’s spirit now lingers within the ring. In undeath, he guides others not toward gold, but toward the merchants he once obsessed over — a faint echo of his unending pursuit of trade and fortune.

“Greed leaves a trail even the dead can follow.”