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Ring
Item Description Cost Requirement Type

Ring of Fire [i 1]

Changes Main Weapon damage type to Fire
Main Weapon: Adds a 10% Burn Chance

All Attacks: Sets 3% Burn Chance
+50% Burn Damage

Changes Main Weapon damage type to Fire
Main Weapon: Adds a 10% Burn Chance
+50% Burn Chance

All Attacks: Sets 10% Burn Chance
+100% Burn Damage

Changes Main Weapon damage type to Fire
Main Weapon: Adds a 10% Burn Chance
+100% Burn Chance

Common
Changes Main Weapon damage type to Fire
Main Weapon: Adds a 10% Burn Chance

Uncommon
Flame-Touched
All Attacks: Sets 3% Burn Chance
+50% Burn Damage

Flame Grip
Changes Main Weapon damage type to Fire
Main Weapon: Adds a 10% Burn Chance
+50% Burn Chance

Rare
Flame-Touched ↑
All Attacks: Sets 10% Burn Chance
+100% Burn Damage

Flame Grip ↑
Changes Main Weapon damage type to Fire
Main Weapon: Adds a 10% Burn Chance
+100% Burn Chance
5000 Story: Scorched Earth: Novice ExterminatorStory: Scorched Earth
Novice Exterminator
Ring

Ring of Frost

Changes Main Weapon damage type to Ice
Main Weapon: Adds a 10% Frost Chance

All Attacks: Sets 3% Frost Chance
+50% Frost Damage

Changes Main Weapon damage type to Ice
Main Weapon: Adds a 10% Frost Chance
+50% Frost Chance

All Attacks: Sets 3% Frost Chance
+100% Frost Damage

Changes Main Weapon damage type to Ice
Main Weapon: Adds a 10% Frost Chance
+100% Frost Chance

Common
Changes Main Weapon damage type to Ice
Main Weapon: Adds a 10% Frost Chance

Uncommon
Frost-Touched
All Attacks: Sets 3% Frost Chance
+50% Frost Damage

Frost Grip
Changes Main Weapon damage type to Ice
Main Weapon: Adds a 10% Frost Chance
+50% Frost Chance

Rare
Frost-Touched ↑
All Attacks: Sets 3% Frost Chance
+100% Frost Damage

Frost Grip ↑
Changes Main Weapon damage type to Ice
Main Weapon: Adds a 10% Frost Chance
+100% Frost Chance
7000 Story: Cold Fury: Frost WaveStory: Cold Fury
Frost Wave
Ring

Copper Ring

+50% Crit Bonus

+100% Crit Bonus

+50% Crit Bonus
+0.5% Crit Bonus for every level gained with Copper Ring equipped.

+150% Crit Bonus

+50% Crit Bonus
+1% Crit Bonus for every level gained with Copper Ring equipped.

Common
+50% Crit Bonus

Uncommon
Boost
+100% Crit Bonus

Growth
+50% Crit Bonus
+0.5% Crit Bonus for every level gained with Copper Ring equipped.

Rare
Boost ↑
+150% Crit Bonus

Growth ↑
+50% Crit Bonus
+1% Crit Bonus for every level gained with Copper Ring equipped.
2500 - Ring

Necromancer's Clutch

Summons skeletons that attack enemies.
Basic Skeletons: 50 DMG, 30s
Lance Skeletons: 50 DMG, 15s, Haste
Mage Skeletons: 100 DMG, 30s, Ranged

Summons more skeletons that attack enemies.
Basic Skeletons: 50 DMG, 30s
Lance Skeletons: 50 DMG, 15s, Haste
Mage Skeletons: 100 DMG, 30s, Ranged

Summons stronger skeletons that attack enemies.
Sturdy Skeleton: 100 DMG, 30s
Mage Skeleton: 100 DMG, 30s, Ranged

Summons more skeletons that attack enemies.
Basic Skeletons: 50 DMG, 30s
Lance Skeletons: 50 DMG, 15s, Haste
Mage Skeletons: 100 DMG, 30s, Ranged
Spawns more skeletons & more can be active at once.

Summons stronger skeletons that attack enemies.
Sturdy Skeletons: 100 DMG, 30s
Mage Skeletons: 100 DMG, 30s, Ranged
Skeletons spawn more often & more can be active at once.

Common
Summons skeletons that attack enemies.
Basic Skeletons: 50 DMG, 30s
Lance Skeletons: 50 DMG, 15s, Haste
Mage Skeletons: 100 DMG, 30s, Ranged

Uncommon
Horde
Summons more skeletons that attack enemies.
Basic Skeletons: 50 DMG, 30s
Lance Skeletons: 50 DMG, 15s, Haste
Mage Skeletons: 100 DMG, 30s, Ranged

Trained
Summons stronger skeletons that attack enemies.
Sturdy Skeleton: 100 DMG, 30s
Mage Skeleton: 100 DMG, 30s, Ranged

Rare
Horde ↑
Summons more skeletons that attack enemies.
Basic Skeletons: 50 DMG, 30s
Lance Skeletons: 50 DMG, 15s, Haste
Mage Skeletons: 100 DMG, 30s, Ranged
Spawns more skeletons & more can be active at once.

Trained ↑
Summons stronger skeletons that attack enemies.
Sturdy Skeletons: 100 DMG, 30s
Mage Skeletons: 100 DMG, 30s, Ranged
Skeletons spawn more often & more can be active at once.
5000 Chapter I: Haunted Caverns: The Skeleton LordChapter I: Haunted Caverns
The Skeleton Lord
Ring

Ability Signet [i 2]

Its inscription is unreadable. There may be others out there with magic intact, allowing you to develop abilities beyond their limits.

Enables you to add an additional upgrade to [Ability Name].
Can't be unequipped!

Common
Its inscription is unreadable. There may be others out there with magic intact, allowing you to develop abilities beyond their limits.

Uncommon
(Ability Name)
Enables you to add an additional upgrade to [Ability Name].
Can't be unequipped!
0 Milestones II: Artifact CrusadeMilestones II
Artifact Crusade
Ring

Guiding Star [i 3]

While attacking: +30% Attack Speed, -20% Movement Speed
While moving: -20% Attack Speed, +30% Movement Speed

While attacking: +45% Attack Speed, -30% Movement Speed
While moving: -30% Attack Speed, +45% Movement Speed

While attacking: +60% Attack Speed, -60% Movement Speed
While moving: -60% Attack Speed, +60% Movement Speed

While attacking: +60% Attack Speed, -45% Movement Speed
While moving: -45% Attack Speed, +60% Movement Speed

While attacking: +90% Attack Speed, -100% Movement Speed
While moving: -100% Attack Speed, +90% Movement Speed

Common
While attacking: +30% Attack Speed, -20% Movement Speed
While moving: -20% Attack Speed, +30% Movement Speed

Uncommon
Enhanced
While attacking: +45% Attack Speed, -30% Movement Speed
While moving: -30% Attack Speed, +45% Movement Speed

Trade-Off
While attacking: +60% Attack Speed, -60% Movement Speed
While moving: -60% Attack Speed, +60% Movement Speed

Rare
Enhanced ↑
While attacking: +60% Attack Speed, -45% Movement Speed
While moving: -45% Attack Speed, +60% Movement Speed

Trade-Off ↑
While attacking: +90% Attack Speed, -100% Movement Speed
While moving: -100% Attack Speed, +90% Movement Speed
6000 Story: Swift as an Arrow: Forward EvermoreStory: Swift as an Arrow
Forward Evermore
Ring

Seal of Rebirth [i 4]

Enables you to revive once.
Breaks when all usages are expended.

Enables you to revive twice.
Breaks when all usages are expended.

Enables you to revive once.
Recovers 1 rank(s) of Agony on revive.
Breaks when all usages are expended.

Enables you to revive three times.
Breaks when all usages are expended.

Enables you to revive once.
Recovers 2 rank(s) of Agony on revive.
Breaks when all usages are expended.

Common
Enables you to revive once.
Breaks when all usages are expended.

Uncommon
Blessed
Enables you to revive twice.
Breaks when all usages are expended.

Cursed
Enables you to revive once.
Recovers 1 rank(s) of Agony on revive.
Breaks when all usages are expended.

Rare
Blessed ↑
Enables you to revive three times.
Breaks when all usages are expended.

Cursed ↑
Enables you to revive once.
Recovers 2 rank(s) of Agony on revive.
Breaks when all usages are expended.
5000 Milestones: TraderMilestones
Trader
Ring

Echoing Band [i 5]

On hit with Physical damage:
20% chance to spawn a shockwave, deals 40% of the original damage in a 3.5m radius.

On hit with Physical or Magic damage:
20% chance to spawn a shockwave, deals 40% of original damage in a 3.5m radius.

On hit with Physical damage: 20% chance to spawn
a shockwave, deals 40% of the original damage in
a 3.5m radius. Radius scales with Area modifier.

On hit with Physical or Magic damage:
20% chance to spawn a shockwave, deals 60% of original damage in a 4m radius.

On hit with Physical damage: 20% chance to spawn
a shockwave, deals 60% of the original damage in
a 4m radius. Radius scales with Area modifier.

Common
On hit with Physical damage:
20% chance to spawn a shockwave, deals 40% of the original damage in a 3.5m radius.

Uncommon
Magical
On hit with Physical or Magic damage:
20% chance to spawn a shockwave, deals 40% of original damage in a 3.5m radius.

Reach
On hit with Physical damage: 20% chance to spawn
a shockwave, deals 40% of the original damage in
a 3.5m radius. Radius scales with Area modifier.

Rare
Magical ↑
On hit with Physical or Magic damage:
20% chance to spawn a shockwave, deals 60% of original damage in a 4m radius.

Reach ↑
On hit with Physical damage: 20% chance to spawn
a shockwave, deals 60% of the original damage in
a 4m radius. Radius scales with Area modifier.
8000 Story: Path of the Sword: Power HitterStory: Path of the Sword
Power Hitter
Ring

Iron Ring

+15 Base Damage

+30 Base Damage

+15 Base Damage
+0.15 Base Damage for every level gained with Iron Ring equipped.

+45 Base Damage

+15 Base Damage
+0.3 Base Damage for every level gained with Iron Ring equipped.

Common
+15 Base Damage

Uncommon
Boost
+30 Base Damage

Growth
+15 Base Damage
+0.15 Base Damage for every level gained with Iron Ring equipped.

Rare
Boost ↑
+45 Base Damage

Growth ↑
+15 Base Damage
+0.3 Base Damage for every level gained with Iron Ring equipped.
4000 - Ring

Pest Ring [i 6]

Summons rats that bite up to 5 times.
Bites have a 200% chance of applying debuffs.
Touching enemies deals 50 damage.

Summons rats that bite up to 5 times.
Bites have a 400% chance of applying debuffs.
Touching enemies deals 50 damage.

Summons rats that bite up to 5 times.
Bites have a 200% chance of applying debuffs.
Touching enemies deals 100 damage.

Summons rats that bite up to 5 times.
Bites have a 400% chance of applying debuffs.
Touching enemies deals 50 damage.
Rats spawn more often & more can be active at once.

Summons rats that bite up to 5 times.
Bites have a 200% chance of applying debuffs.
Touching enemies deals 100 damage.
Rats spawn more often & more can be active at once.

Common
Summons rats that bite up to 5 times.
Bites have a 200% chance of applying debuffs.
Touching enemies deals 50 damage.

Uncommon
Infectious
Summons rats that bite up to 5 times.
Bites have a 400% chance of applying debuffs.
Touching enemies deals 50 damage.

Painbringer
Summons rats that bite up to 5 times.
Bites have a 200% chance of applying debuffs.
Touching enemies deals 100 damage.

Rare
Infectious ↑
Summons rats that bite up to 5 times.
Bites have a 400% chance of applying debuffs.
Touching enemies deals 50 damage.
Rats spawn more often & more can be active at once.

Painbringer ↑
Summons rats that bite up to 5 times.
Bites have a 200% chance of applying debuffs.
Touching enemies deals 100 damage.
Rats spawn more often & more can be active at once.
3500 Story: Scorched Earth: Pest KillerStory: Scorched Earth
Pest Killer
Ring

Ring of Thunder

Changes Main Weapon damage type to Lightning
Main Weapon: Adds a 10% Spark Chance

All Attacks: Sets 3% Spark Chance
+50% Spark Damage

Changes Main Weapon damage type to Lightning
Main Weapon: Adds a 10% Spark Chance
+50% Spark Chance

All Attacks: Sets 3% Spark Chance
+100% Spark Damage

Changes Main Weapon damage type to Lightning
Main Weapon: Adds a 10% Spark Chance
+100% Spark Chance

Common
Changes Main Weapon damage type to Lightning
Main Weapon: Adds a 10% Spark Chance

Uncommon
Thunder-Touched
All Attacks: Sets 3% Spark Chance
+50% Spark Damage

Thunder Grip
Changes Main Weapon damage type to Lightning
Main Weapon: Adds a 10% Spark Chance
+50% Spark Chance

Rare
Thunder-Touched ↑
All Attacks: Sets 3% Spark Chance
+100% Spark Damage

Thunder Grip ↑
Changes Main Weapon damage type to Lightning
Main Weapon: Adds a 10% Spark Chance
+100% Spark Chance
5500 Story: Lightning Storm: ThunderstrikeStory: Lightning Storm
Thunderstrike
Ring

Holy Relic

Every 30s when damaged: Casts Holy Light
> Heals 50 HP and regenerates 0.5/s for 100s
Every 30s when full health: Drops Power Up

Every 30s when damaged: Casts Holy Light
> Heals 50 HP and regenerates 0.5/s for 100s
Every 30s when full health: Drops Power Up
On health pickup: +0.5 Base Damage

Every 30s: Casts Holy Light
> Heals 50 HP and regenerates 0.5/s for 100s
Every 30s: Drops Power Up

Every 30s when damaged: Casts Holy Light
> Heals 50 HP and regenerates 0.5/s for 100s
Every 30s when full health: Drops Power Up
On health pickup: +1 Base Damage

Every 20s: Casts Holy Light
> Heals 50 HP and regenerates 0.5/s for 100s
Every 20s: Drops Power Up

Common
Every 30s when damaged: Casts Holy Light
> Heals 50 HP and regenerates 0.5/s for 100s
Every 30s when full health: Drops Power Up

Uncommon
Blessing
Every 30s when damaged: Casts Holy Light
> Heals 50 HP and regenerates 0.5/s for 100s
Every 30s when full health: Drops Power Up
On health pickup: +0.5 Base Damage

Duality
Every 30s: Casts Holy Light
> Heals 50 HP and regenerates 0.5/s for 100s
Every 30s: Drops Power Up

Rare
Blessing ↑
Every 30s when damaged: Casts Holy Light
> Heals 50 HP and regenerates 0.5/s for 100s
Every 30s when full health: Drops Power Up
On health pickup: +1 Base Damage

Duality ↑
Every 20s: Casts Holy Light
> Heals 50 HP and regenerates 0.5/s for 100s
Every 20s: Drops Power Up
7500 Story: Unholy Crusade: Trained ClericStory: Unholy Crusade
Trained Cleric
Ring

Demonic Bond [i 7]

Summons imps that attack enemies.
Basic Imp: 50 DMG, 10s

Summons fire imps that attack enemies.
Inferno Imp: 50 DMG, 10s, 10% Burn Chance

Summons stronger imps that attack enemies.
Skirmish Imp: 50 DMG, 10s

Summons fire imps that attack enemies.
Inferno Imps: 50 DMG, 10s, 10% Burn Chance
Imps spawn more often & more can be active at once.

Summons stronger imps that attack enemies.
Skirmish Imps: 50 DMG, 10s
Imps spawns more often & more can be active at once.

Common
Summons imps that attack enemies.
Basic Imp: 50 DMG, 10s

Uncommon
Inferno
Summons fire imps that attack enemies.
Inferno Imp: 50 DMG, 10s, 10% Burn Chance

Skirmish
Summons stronger imps that attack enemies.
Skirmish Imp: 50 DMG, 10s

Rare
Inferno ↑
Summons fire imps that attack enemies.
Inferno Imps: 50 DMG, 10s, 10% Burn Chance
Imps spawn more often & more can be active at once.

Skirmish ↑
Summons stronger imps that attack enemies.
Skirmish Imps: 50 DMG, 10s
Imps spawns more often & more can be active at once.
5000 Chapter II: Ember Grounds: FlamedancerChapter II: Ember Grounds
Flamedancer
Ring

Wooden Ring

+50% Crit Chance

+100% Crit Chance

+50% Crit Chance
+0.5% Crit Chance for every level gained with Wooden Ring equipped.

+150% Crit Chance

+50% Crit Chance
+1% Crit Chance for every level gained with Wooden Ring equipped.

Common
+50% Crit Chance

Uncommon
Boost
+100% Crit Chance

Growth
+50% Crit Chance
+0.5% Crit Chance for every level gained with Wooden Ring equipped.

Rare
Boost ↑
+150% Crit Chance

Growth ↑
+50% Crit Chance
+1% Crit Chance for every level gained with Wooden Ring equipped.
2500 - Ring
  1. Ring of Fire: In-game description for Flame-Touched ↑ variant may be incorrect.
  2. Ability Signet:
    • Experimental Beta only.
    • It has one Uncommon variant for each Ability. They are listed in its page, and omitted here for brevity.
    • The Common variant does not drop, and only the Uncommon variants drop. It has no Rare variant.
    • Cannot be unequipped during a round.
  3. Guiding Star: While attacking and moving, both bonuses stack additively.
  4. Seal of Rebirth: Blessing ↑ variant only revives two times, due to a bug.
  5. Echoing Band: Shockwaves do not have any Damage Type.
  6. Pest Ring:
    • In-game description for Uncommon & Rare variants may be incorrect.
    • Rats deal Physical, Melee, Summon Damage.
    • Up to 5 base Summons & 1 spawn/s for Common & Uncommon variants.
    • Up to 10 base Summons & 1.5 spawns/s for Rare variants.
  7. Demonic Bond: In-game description for Skirmish & Skirmish ↑ variant may be incorrect.

Trivia[]

Elemental Rings[]

  • If an elemental ring is equipped on a Hero whose Main Weapon already applies the corresponding Elemental Effect, the ring adds an additional roll, and does not affect the Main Weapon's Effect Chance.
  • If 2 elemental rings are equipped at once, the Main Weapon will have both Damage Types and apply both Elemental Effects.
  • The change in Damage Type from elemental rings persists even after removal, but Elemental Effects do not persist.
    • Bonuses to the Damage Type persist; e.g. +6% Multistrike (Fire), +6% Area (Fire) from Conflagration (Exterminator trait).
    • Equipping an elemental ring removes Damage Types from unequipped rings. This means that it is not possible to have all 3 types active at once.
  • Equipping elemental ring(s) on Sage does not immediately apply the Damage Type(s) to the Main Ability.
    • To apply the elemental Damage Type(s), simply unequip and reequip the ring(s) in the round.
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