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Emerald Ring


Emerald Ring
Emerald Ring
Type Ring
Location Adventurer's Guild; Fishing Treasure Chest (0.05%)
Price 5000g
Sell Price 300g

The Emerald Ring shares the top shelf of Marlon's ring cabinet with the Ruby Ring, both unlocked by clearing the Mines to floor 80. It speeds up weapon swings by a tenth, which sounds like the smaller of the two bonuses and often is not. A faster swing means more hits in the same fight, and it also means a monster spends more of its time being interrupted. The gain depends entirely on what is being swung: a club benefits far more than a sword, because a club starts from a much slower recovery. Anyone who has given up on a Claymore or a Kudgel because of the wait between swings should try this ring before giving up on the weapon.


Location


Marlon sells it for 5,000g once floor 80 of the Mines has been reached, and the Ruby Ring sits beside it at the same price. The honest comparison is that the Ruby Ring is the safer buy for a sword and the Emerald Ring is the better buy for a club.

Fishing treasure chests hold it from Fishing level 2 upwards. Mystery Boxes and Golden Mystery Boxes can contain it too, which gives anyone who cracks boxes with Clint a slow second route.

Effect


Weapon speed is measured in how long an attack takes from the start of the swing to being ready again. Swords sit at four hundred milliseconds by default and clubs at seven hundred and twenty, with daggers much quicker than either. Each point of the weapon speed buff shaves forty milliseconds off that.

The ring works differently from a buff, because it is a percentage rather than a point. A sword with no speed bonus of its own gains the equivalent of one point from the ring, about forty milliseconds. A club in the same state gains closer to two points, around seventy two milliseconds, because ten percent of a bigger number is a bigger number. That is the whole argument for putting the ring on a heavy weapon rather than a fast one.

The effect is applied after any speed buff from food or from the weapon itself, so it compounds rather than competing. Wearing two rings adds up to twenty percent. Swords run into a practical ceiling fairly quickly, where further speed stops translating into damage, while clubs keep improving for much longer.

Notes


Green is the dye pot the ring belongs to, in Emily and Haley's house on 2 Willow Lane, and that pot is also where a spare Jade Ring or Slime Charmer Ring ends up.

Pairing at the Forge suits the ring particularly well, since speed and damage are the two halves of the same sum. Twenty Cinder Shards joins it to a Ruby Ring, and the result is a single band that raises damage per second on both sides of the equation. The alternative pairing worth thinking about is with a ring that helps survive the extra time spent in reach, such as a Vampire Ring or a Crabshell Ring.

All Rings


Every entry in this group, with its key details.

Name Image Price
Amethyst Ring Amethyst Ring 100g
Aquamarine Ring Aquamarine Ring 200g
Burglar's Ring Burglar's Ring 750g
Crabshell Ring Crabshell Ring 1000g
Emerald Ring Emerald Ring 300g
Glow Ring Glow Ring 100g
Glowstone Ring Glowstone Ring 100g
Hot Java Ring Hot Java Ring 100g
Immunity Band Immunity Band 250g
Iridium Band Iridium Band 1000g
Jade Ring Jade Ring 200g
Jukebox Ring Jukebox Ring 100g
Lucky Ring Lucky Ring 100g
Magnet Ring Magnet Ring 100g
Napalm Ring Napalm Ring 1000g
Phoenix Ring Phoenix Ring 100g
Protection Ring Protection Ring 100g
Ring of Yoba Ring of Yoba 750g
Ruby Ring Ruby Ring 300g
Savage Ring Savage Ring 750g
Slime Charmer Ring Slime Charmer Ring 350g
Small Glow Ring Small Glow Ring 50g
Small Magnet Ring Small Magnet Ring 50g
Soul Sapper Ring Soul Sapper Ring 100g
Sturdy Ring Sturdy Ring 750g
Thorns Ring Thorns Ring 100g
Topaz Ring Topaz Ring 100g
Vampire Ring Vampire Ring 750g
Warrior Ring Warrior Ring 750g