Posted February 19, 2016
When we were talking about Amulets of Healing in another thread, I began to put together a list of the best misc. equippable items you can find in the game. Feel free to comment:
Ring of Stars:
+4 AC, 50% vs, Mental // all races/classes
(ca. 11% drop by Chief Gari)
=> great for Lizard fighters and such
Ring of Power:
+2 AC, +2 MP reg., Restore Magic (3,4) // no FIG/ROG
(set drop by Bela, if you manage to kill him "by accident")
=> hard to get it (you need to attack opponents with ranged weapons and accidentially hit Bela until he's dead), but probably a nice item to have; you're probably better off getting some Mana Stones, however.
Cameo Locket
+4 AC, +1 HP reg., VIT +15, 30% vs. Divine // Male only
(ca. 11% chance in Rapax King's Chest)
=> great item and maybe worth it to reload your first entry into the rapax upper castle and rush to the king's chest.
Pk Crystal
+4 AC, +1 HP reg., 50% vs. Mental, Psionic Blast (4,7) // only PSI
(ca. 12% in Bayjin Regular (lvl 31+): Shipwreck chest in Shallows, beach chest in Bayjin)
=> I don't really know why Psionics need additional Mental resistance, but the 4 AC alone is A LOT for a Psionic.
Garland of Roses
+3 AC, +1 HP reg., 50% vs. Divine, Restoration (5,3) // only FIG, LOR, VAL
(ca. 2% by Hoarder Slime or in Sea Caves chest on slippery ground)
=> if you want this one, it's best to get from Hoarder Slime in the 2nd retro dungeon (i.e. save and reload)
Amulet of Nebdar
+4 AC, +1 HP/ST/MP reg., SEN -5, Power Cast +15, 10% vs. Fire/Water, 5% vs Air/Earth/Mental
Divine, Hex (6,9), cursed
(set drop by Nebdar in Mt. Wilderness retro dungeon)
=> the single best item for your main caster; the 3rd dungeon can be tough but at least it's quite linear and not such a maze like the other two
Ring of Regeneration
+2 AC, +4 HP reg., 30% vs. Divine // all races/classes
(ca. 20% in Davy Jones Locker, ca. 4% in Life chest (lvl 26+) on Ascension Peak)
=> the +4 HP is not really that important by itself, but it can be crucial if you want to equip some other -HP armor (like a Faust Halberd or the Black Gown of Death); to get it it's best to save before entring the Bayjin shallows, then sneak past Nessie and make a run for the cave once she's noticed you, check the chest and reload if necessary.
Amulet of Healing
+3 AC, +1 HP reg., 50% vs. Divine, Heal All (6,5) // all races/classes
(Mine Tunnels near lake (hidden), Marten's Bluff eastern part, sold by Crock, various random)
=> standard item for basically all characters
Gem of Power
+2 AC, Power Strike +10, 5% vs. Fire/Water/Air/Earth/Mental/Divine // all races/classes
(ca. 10% by Hoarder Slime or in Sea Caves chest on slippery ground)
=> great for fighting classes, who benefit from the resistances and Power Strike; Hoarder Slime is the best source for it
Fey Ring
+4 AC, ST drain -1, SPD +10, Stealth +20, cursed // only Elf, Faerie
(ca. 1% drop from Wind Sprites, Sea Sprites, Cliff Sprites)
=> very great for an Elf-Monk, Faerie-Ninja or the likes; you need some other +Stamina item though, and it's quite rare
Emerald Talisman
+2 AC, DEX +10, 30% vs Divine // all races/classes
(sold by Ferro, ca. 10% in Bayjin Good Chest or from Buccaneer Ghosts)
=> the better version of the Ankh of Dexterity; always nice to have.
Tinker's Carryall Bracers
+1 AC, STR +20, Locks & Tracks +5 // only GAD
(sold by Bela, various random drops and loots)
=> a very good item for the Gadgeeter, who can really use the STR bonus (for Stamina and Carrying Capacity) - at least until you get something better
Ring of the Road
+1 AC, STR +20, Superman (2,8) // only BAR
(sold by Bela, various random drops and loots)
=> like the Tinkers for the Gadgeteer
Ring Pro Magic
10% to Fire/Water/Air/Earth/Mental/Divine // all races/classes
(sold by Crock, various random drops and loots)
=> quite good if you don't need AC, but rather want to increase your resistances
Ankhs of Might/Dexterity/Sanctity/Speed/Youth
+1 AC, STR/DEX/PIE/SPD/VIT +10; "Speed" with additional Haste (4,3) // all races/classes
(Might/Sanctity/Youth: sold by Bela / Speed: sold by Crock / Dexterity: Sea Caves, Ascension Peak)
=> often those are midgame choices when you want to boost one attribute;
Amulets of Asphyxiate, Bag of Death, Ring of Sanity, Amulet of Airs, Ankh of Life, ...
=> the bonus is often quite mundane, but you can keep those for their spells only. Especially if you don't need a spell very often (like Purify Air, or Resurrection), you can choose to not learn the spells and have the item instead.
Ring of Stars:
+4 AC, 50% vs, Mental // all races/classes
(ca. 11% drop by Chief Gari)
=> great for Lizard fighters and such
Ring of Power:
+2 AC, +2 MP reg., Restore Magic (3,4) // no FIG/ROG
(set drop by Bela, if you manage to kill him "by accident")
=> hard to get it (you need to attack opponents with ranged weapons and accidentially hit Bela until he's dead), but probably a nice item to have; you're probably better off getting some Mana Stones, however.
Cameo Locket
+4 AC, +1 HP reg., VIT +15, 30% vs. Divine // Male only
(ca. 11% chance in Rapax King's Chest)
=> great item and maybe worth it to reload your first entry into the rapax upper castle and rush to the king's chest.
Pk Crystal
+4 AC, +1 HP reg., 50% vs. Mental, Psionic Blast (4,7) // only PSI
(ca. 12% in Bayjin Regular (lvl 31+): Shipwreck chest in Shallows, beach chest in Bayjin)
=> I don't really know why Psionics need additional Mental resistance, but the 4 AC alone is A LOT for a Psionic.
Garland of Roses
+3 AC, +1 HP reg., 50% vs. Divine, Restoration (5,3) // only FIG, LOR, VAL
(ca. 2% by Hoarder Slime or in Sea Caves chest on slippery ground)
=> if you want this one, it's best to get from Hoarder Slime in the 2nd retro dungeon (i.e. save and reload)
Amulet of Nebdar
+4 AC, +1 HP/ST/MP reg., SEN -5, Power Cast +15, 10% vs. Fire/Water, 5% vs Air/Earth/Mental
Divine, Hex (6,9), cursed
(set drop by Nebdar in Mt. Wilderness retro dungeon)
=> the single best item for your main caster; the 3rd dungeon can be tough but at least it's quite linear and not such a maze like the other two
Ring of Regeneration
+2 AC, +4 HP reg., 30% vs. Divine // all races/classes
(ca. 20% in Davy Jones Locker, ca. 4% in Life chest (lvl 26+) on Ascension Peak)
=> the +4 HP is not really that important by itself, but it can be crucial if you want to equip some other -HP armor (like a Faust Halberd or the Black Gown of Death); to get it it's best to save before entring the Bayjin shallows, then sneak past Nessie and make a run for the cave once she's noticed you, check the chest and reload if necessary.
Amulet of Healing
+3 AC, +1 HP reg., 50% vs. Divine, Heal All (6,5) // all races/classes
(Mine Tunnels near lake (hidden), Marten's Bluff eastern part, sold by Crock, various random)
=> standard item for basically all characters
Gem of Power
+2 AC, Power Strike +10, 5% vs. Fire/Water/Air/Earth/Mental/Divine // all races/classes
(ca. 10% by Hoarder Slime or in Sea Caves chest on slippery ground)
=> great for fighting classes, who benefit from the resistances and Power Strike; Hoarder Slime is the best source for it
Fey Ring
+4 AC, ST drain -1, SPD +10, Stealth +20, cursed // only Elf, Faerie
(ca. 1% drop from Wind Sprites, Sea Sprites, Cliff Sprites)
=> very great for an Elf-Monk, Faerie-Ninja or the likes; you need some other +Stamina item though, and it's quite rare
Emerald Talisman
+2 AC, DEX +10, 30% vs Divine // all races/classes
(sold by Ferro, ca. 10% in Bayjin Good Chest or from Buccaneer Ghosts)
=> the better version of the Ankh of Dexterity; always nice to have.
Tinker's Carryall Bracers
+1 AC, STR +20, Locks & Tracks +5 // only GAD
(sold by Bela, various random drops and loots)
=> a very good item for the Gadgeeter, who can really use the STR bonus (for Stamina and Carrying Capacity) - at least until you get something better
Ring of the Road
+1 AC, STR +20, Superman (2,8) // only BAR
(sold by Bela, various random drops and loots)
=> like the Tinkers for the Gadgeteer
Ring Pro Magic
10% to Fire/Water/Air/Earth/Mental/Divine // all races/classes
(sold by Crock, various random drops and loots)
=> quite good if you don't need AC, but rather want to increase your resistances
Ankhs of Might/Dexterity/Sanctity/Speed/Youth
+1 AC, STR/DEX/PIE/SPD/VIT +10; "Speed" with additional Haste (4,3) // all races/classes
(Might/Sanctity/Youth: sold by Bela / Speed: sold by Crock / Dexterity: Sea Caves, Ascension Peak)
=> often those are midgame choices when you want to boost one attribute;
Amulets of Asphyxiate, Bag of Death, Ring of Sanity, Amulet of Airs, Ankh of Life, ...
=> the bonus is often quite mundane, but you can keep those for their spells only. Especially if you don't need a spell very often (like Purify Air, or Resurrection), you can choose to not learn the spells and have the item instead.