Magnet Ring
| Magnet Ring | |
|---|---|
| Type | Ring |
| Location | The Mines (Floor 40+); Skull Cavern (Floor 1-39); Fishing Treasure Chest |
| Sell Price | 100g |
The Magnet Ring widens the invisible circle in which dropped items jump into the farmer's bag, pulling things in from two tiles away instead of from underfoot. It sounds like a convenience and it is, but convenience is what the Mines run on: a bomb that cracks open twenty rocks scatters ore across a whole screen, and walking over every piece of it costs real time on a timed descent. Monsters on the floors from forty downwards drop the ring, and so do the crates and barrels on those floors. The effect stacks with every other magnet in the game, so nothing is wasted by finding a second. A Glowstone Ring and an Iridium Band both contain it, which is why the plain Magnet Ring is usually a middle game item rather than a permanent one.
Location
The Mines from floor forty down are the home ground, and the Skull Cavern above floor forty works as well. Monster drops and smashed containers are the two routes, and both are common enough that the ring arrives in the course of ordinary mining. A save started with remixed mine rewards may also produce one from the chest on floor twenty.
Fishing treasure chests can hold it, but only while a Luck buff is running, and the stronger the buff the better the odds.
Effect
Magnetism is measured in tiles, and the ring adds two of them to whatever the farmer already has. Items inside that radius are collected without stepping on them, which includes ore, stone, Monster Loot, forage and anything a crate spits out.
The place it pays most is a bomb run. A Mega Bomb in the Skull Cavern clears a wide patch of rock and leaves ore, geodes and gems spread over a dozen tiles. With two extra tiles of reach the whole pile can be swept up in a few steps rather than a dozen, and on a day when ladders are the real prize that saved time becomes extra floors.
The second use is combat. Loot drops where the monster died, often in the middle of the rest of the pack, and a wider pull means the farmer can take the drop without walking into whatever is standing over it.
Stacking is straightforward. Two Magnet Rings reach four tiles, and the ring also adds to a Small Magnet Ring, a Glowstone Ring or an Iridium Band.
Notes
The upgrade is the Glowstone Ring, craftable at Mining level 4 from five Solar Essences and five Iron Bars, which carries this ring's pull together with a full Glow Ring's light. The Iridium Band at Combat level 9 adds ten percent damage to the same pair of effects.
Even then the ring keeps a use. The Forge permits two different rings with overlapping effects to be joined, so a Magnet Ring and a Glowstone Ring become one band for twenty Cinder Shards and the pull of both is counted. A farmer who bombs their way through the Skull Cavern for iridium is the one who notices the difference.
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 |