Napalm Ring
| Napalm Ring | |
|---|---|
| Type | Ring |
| Location | Adventurer's Guild |
| Price | 30000g |
| Sell Price | 1000g |
Two hundred and fifty Serpents is the price of the Napalm Ring, and the ring turns every kill into a small bomb. The blast damages nearby monsters, shatters rocks and finishes off fallen Mummies, and it leaves the farmer completely unharmed. In a crowded Skull Cavern corridor that means one well placed swing can clear the rest of the room on its own, which is why the ring is a favourite for deep descents and for Qi's harder challenges. Serpents live in the Skull Cavern itself, so earning the ring and using it happen in the same place. Marlon charges 30,000g for a second one, the dearest ring on his shelf.
Location
The eradication poster beside Marlon counts Serpents and Royal Serpents together, two hundred and fifty in all. Both live in the Skull Cavern, the Royal variety on the deeper floors, and they are fast enough that the count takes real effort. Gil hands the ring over when the total is reached, and Marlon stocks it afterwards at 30,000g.
Effect
The explosion behaves like a Cherry Bomb that refuses to hurt its owner. Monsters caught in it take damage, stone in the blast radius breaks, and anything forageable standing nearby is destroyed with it. On a Skull Cavern floor packed with rock that is a gift, because the explosions clear a path and expose ladders without a single pickaxe swing.
Mummies are the clearest case for the ring. A Mummy knocked down gets back up unless something finishes it, and normally that means carrying Bombs. With the Napalm Ring on, every other kill in the room does the job for free.
Wearing two sets off two explosions at the same instant, so nearby monsters take the damage twice. That is one of the few genuine reasons to double up on a ring rather than combine it.
Two places are exempt from the destruction. On the farm and inside the Slime Hutch the blast only damages monsters, so a Wilderness Farm or a Slime Hutch round stays safe. Elsewhere the ring is worth switching off when forage matters, since it will happily blow up the Red Mushrooms a farmer was collecting.
Notes
Orange is the ring's dye pot in Emily and Haley's house, in the same list as a Crabshell Ring.
The Forge gives the ring its best pairings. Joining it to a Savage Ring for twenty Cinder Shards means every kill both clears the room and hands the farmer three seconds of extra speed, which is the quickest way to cross a dangerous floor. An Iridium Band is the other recommendation, since the explosions scatter loot and the band's item pull collects it. Players who spend time in the Volcano Dungeon often pair it with a Burglar's Ring instead, because exploding Magma Sprites drop Cinder Shards and the ring doubles the roll.
One warning is worth repeating for anyone hunting Truffles. A monster killed near a Truffle takes the Truffle with it.
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 |