Glowstone Ring
| Glowstone Ring | |
|---|---|
| Type | Ring |
| Location | Crafting with Mining Level 4; Stardew Valley Fair for 1,000; Mystery Box |
| Sell Price | 100g |
Reaching Mining level 4 teaches the Glowstone Ring recipe, and five Solar Essences and five Iron Bars turn into the most useful single ring of the early game. It carries a full Glow Ring's ten tiles of light and a full Magnet Ring's two tiles of item pull in one place, which frees the other finger for something that actually fights. That combination is exactly what mining needs: see the floor, sweep up what breaks, keep a hand free. Marlon has nothing like it for sale, although the Stardew Valley Fair sometimes puts one in its random stock for a thousand star tokens. It stays worth wearing until Combat level 9 brings the Iridium Band, which is the same ring with a damage bonus attached.
Location
Crafting is the route almost everyone takes. Mining level 4 comes quickly, Iron Bars are a furnace job, and Solar Essence drops from Ghosts, Metal Heads, Squid Kids, Mummies, Haunted Skulls and Iridium Bats. A Sunfish pond will also produce it for a farmer who would rather keep a Fish Pond than fight Ghosts.
The Stardew Valley Fair is the other route. The ring appears in the festival's random stock at a thousand star tokens, which is a real bargain for anyone who has already won the grange display, although it is not guaranteed to be on the counter in any given year.
Effect
Light and pull both arrive at full strength. The glow reaches ten tiles, the same circle a Glow Ring gives, and items are collected from two tiles away exactly as with a Magnet Ring. Nothing is halved for being bundled.
The reason that matters is the ring slot itself. Two rings is the whole budget, and a farmer who spends both on light and magnetism has nothing left for damage, defence or healing. One Glowstone Ring does both jobs and leaves a Ruby Ring, a Crabshell Ring or a Vampire Ring on the other hand.
Stacking still works. A second Glowstone Ring widens both effects, and so does wearing one alongside a Glow Ring, a Magnet Ring, a Small Glow Ring, a Small Magnet Ring or an Iridium Band.
Notes
Yellow is the ring's dye pot in Emily and Haley's house, where the glowing items sit together.
The Iridium Band is where most farmers end up. It needs Combat level 9 and a far steeper bill of five Iridium Bars, fifty Solar Essences and fifty Void Essences, and it adds a tenth more weapon damage on top of the light and the pull. Until that bill can be paid, the Glowstone Ring does the same work for a fraction of the cost.
Two different rings can be joined at the Forge even when their effects overlap, so a Glowstone Ring and an Iridium Band fuse into one band for twenty Cinder Shards and both sets of light and pull are counted. That is the brightest the game gets, and it leaves a whole finger spare for a Burglar's Ring.
All Rings
Every entry in this group, with its key details.
| Name | Image | Price |
|---|---|---|
| Amethyst Ring | 100g | |
| Aquamarine Ring | 200g | |
| Burglar's Ring | 750g | |
| Crabshell Ring | 1000g | |
| Emerald Ring | 300g | |
| Glow Ring | 100g | |
| Glowstone Ring | 100g | |
| Hot Java Ring | 100g | |
| Immunity Band | 250g | |
| Iridium Band | 1000g | |
| Jade Ring | 200g | |
| Jukebox Ring | 100g | |
| Lucky Ring | 100g | |
| Magnet Ring | 100g | |
| Napalm Ring | 1000g | |
| Phoenix Ring | 100g | |
| Protection Ring | 100g | |
| Ring of Yoba | 750g | |
| Ruby Ring | 300g | |
| Savage Ring | 750g | |
| Slime Charmer Ring | 350g | |
| Small Glow Ring | 50g | |
| Small Magnet Ring | 50g | |
| Soul Sapper Ring | 100g | |
| Sturdy Ring | 750g | |
| Thorns Ring | 100g | |
| Topaz Ring | 100g | |
| Vampire Ring | 750g | |
| Warrior Ring | 750g |