Template name: ring_set_as9_01

Details
- Game
- Base Dungeon Siege II and Broken World
- Type
- Ring
- Slot
- Ring
- Rarity
- Set
- Requires
- Character Level (item level-2.0)
Fixed effects
- +20 Strength
- Adds 4 to 6 Weapon Damage
- +20% Fire Resistance
Secrets of the Forgotten (3 pieces)
- Soranith's Amulet
- Soranith's Gold Ring (this item)
- Soranith's Silver Ring
2 pieces
- 3% Health Steal
- +4% Magic Damage Resistance
- +20% Chance to Find Magic Items
3 pieces
- 5% Health Steal
- +6% Magic Damage Resistance
- +40% Chance to Find Magic Items
Where it comes from
Fixed reward (quest, chest, boss or companion) Confidence: high
Exact drop sources: Base game
1 source found in the drop tables Confidence: computed from data, not measured
| Source | Where | Level M / V / E | Mercenary | Veteran | Elite |
|---|---|---|---|---|---|
| Chests (first time) | A Mysterious Vault | 36 / 60 / 82 | 100% | 100% | 100% |
Computed from the game’s drop tables, not measured. A source rolls the entries of its drop table; an entry asks the game’s item table for one item of the right class inside a level window; every matching item is equally likely (the game picks a random row, there is no rarity weight). Chance is per kill or per opening, with magic find at 0. A dash means this source cannot drop it in that difficulty. The level column is the source’s level (monster level or container item level) in each difficulty. Chances for lines that say first time or repeat are for the first or a later completion of the quest. Shop lines give the chance that the item is in the shop’s stock when the shop makes it (entries with a level range roll their count of items; named items are always in stock; entries without a range follow the party’s level and are not counted). Not counted: unique and set items already made in the current game (a made piece cannot drop again), and the party’s level for rewards that scale with it.
Exact drop sources: Broken World
1 source found in the drop tables Confidence: computed from data, not measured
| Source | Where | Level M / V / E | Mercenary | Veteran | Elite |
|---|---|---|---|---|---|
| Chests (first time) | A Mysterious Vault | 36 / 65 / 91 | 100% | 100% | 100% |
Computed from the game’s drop tables, not measured. A source rolls the entries of its drop table; an entry asks the game’s item table for one item of the right class inside a level window; every matching item is equally likely (the game picks a random row, there is no rarity weight). Chance is per kill or per opening, with magic find at 0. A dash means this source cannot drop it in that difficulty. The level column is the source’s level (monster level or container item level) in each difficulty. Chances for lines that say first time or repeat are for the first or a later completion of the quest. Shop lines give the chance that the item is in the shop’s stock when the shop makes it (entries with a level range roll their count of items; named items are always in stock; entries without a range follow the party’s level and are not counted). Not counted: unique and set items already made in the current game (a made piece cannot drop again), and the party’s level for rewards that scale with it.
