Ruby Ring
| Ruby Ring | |
|---|---|
| Type | Ring |
| Effect | Attack (+10%) |
| Location | Adventurer's Guild; Fishing Treasure Chest (0.05%); Haunted Skull (1.3%) |
| Price | 5000g |
| Sell Price | 300g |
Clearing the Mines to floor 80 unlocks the top two gem rings at the Adventurer's Guild, and the Ruby Ring is the one most farmers buy first. It adds a tenth to the damage of every weapon swing, with no condition attached and nothing to roll for. That reliability is why it stays useful from the middle of the Mines all the way into the Skull Cavern, while the crit rings only pay off inside a build designed around them. Two can be worn together for a fifth more damage, and the Iridium Band already carries the same effect, which makes the Ruby Ring something of a stepping stone. Haunted Skulls drop it, so the Quarry Mine is worth a few visits for anyone unwilling to pay 5,000g.
Location
Marlon stocks it once the Mines have been cleared to floor 80, and the price is 5,000g. He sells the Emerald Ring from the same shelf at the same cost, so the real decision is whether damage or swing speed matters more for the weapon in hand.
Haunted Skulls drop the ring roughly one time in eighty. They appear in the Quarry Mine behind the Quarry, which makes that small cave the only place in the valley where the ring can be farmed on purpose rather than hoped for.
Treasure chests pulled out of the water hold it as well, from Fishing level 2 upwards.
Effect
The bonus is a straight multiplier on weapon damage. Where an Attack buff from food adds a flat three damage per level, the ring scales what the weapon already does, so it grows with every upgrade. A Lava Katana gains far more from it than a Rusty Sword, and an Infinity Blade gains more again.
Order matters when the bonuses are stacked. The ring's multiplier is applied before the Fighter and Brute profession bonuses, which multiply on top of it, and before any flat Attack buff from a cooked dish. A farmer who has taken Fighter at Combat level 5 and Brute at level 10 is therefore multiplying an already multiplied number, which is how late game damage figures climb so fast.
Wearing two rings doubles the bonus to twenty percent. That is one of the few cases in the game where doubling up on a ring is genuinely efficient, and it was the standard Skull Cavern loadout before the Forge existed.
Notes
Crafting an Iridium Band at Combat level 9 makes the Ruby Ring largely redundant, because the band bundles the same damage bonus with the light of a Glow Ring and the pull of a Magnet Ring. Players who reach that point usually stop wearing the Ruby Ring rather than combining the two, since the attack bonus would be the only part of the pair doing anything new.
The ring is one of the shorter list of items that drop into the red pot at the dye pots in Emily and Haley's house, which is handy for anyone chasing a red shirt without spending a Cranberry crop on it.
At the Forge the natural partner is a ring that does something the band cannot, and a Vampire Ring is the usual pick: more damage per swing on one side, health back on every kill on the other.
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 |