Slime Charmer Ring
| Slime Charmer Ring | |
|---|---|
| Type | Ring |
| Location | Adventurer's Guild |
| Price | 25000g |
| Sell Price | 350g |
A thousand Slimes is the longest monster count Gil asks for, and the Slime Charmer Ring is the reward. It makes Slimes harmless: no damage, and no Slimed debuff when one touches the farmer. That changes the character of the whole game underground, because Slimes are the most common monster in the Mines, they fill the Skull Cavern in packs, and the green ooze they leave behind is what slows a farmer down just as a Serpent arrives. Walking through a wall of them instead of fighting them is also the fastest way to find a ladder. Marlon sells spares for 25,000g, and a Slime Hutch owner usually wants one for the daily collection round.
Location
The eradication poster beside Marlon counts every Slime killed anywhere except inside the Slime Hutch, and Big Slimes are excluded from the tally. A thousand is a lot, but the count ticks over quickly on the Slime heavy floors of the Mines and faster still in the Skull Cavern. Gil hands the ring over when the number is reached, and from then on Marlon keeps it in stock at 25,000g.
Effect
Two things stop happening. Contact damage from any Slime is cancelled, whatever its colour, and the Slimed debuff that normally follows is cancelled with it. The debuff is the more irritating of the pair, since it cuts movement speed for several seconds and tends to land at the worst moment.
The protection covers Big Slimes as well as ordinary ones, which matters in the Skull Cavern where the big ones burst into several smaller Slimes on death. The one gap is the projectile a Stacked Slime throws, which still connects.
With the ring on, a Slime floor stops being a fight at all. The usual tactic is to walk straight through the crowd towards the ladder, taking nothing, and only swing at the Slimes that happen to be in the way. For anyone deliberately farming Slimes for Slime Eggs or for the Slime Hutch, it removes the only real cost of standing in the middle of them.
Notes
The green dye pot in Emily and Haley's house accepts the ring, in the same company as a Jade Ring and a pile of green vegetables.
Combining is nearly compulsory for this ring, because its effect is total rather than partial and therefore gains nothing from a second copy. Twenty Cinder Shards at the Forge join it to an Iridium Band, which is the pairing most often recommended: complete immunity to the commonest monster in the game on one side, light, item pull and ten percent more damage on the other. A Napalm Ring is the other popular partner, since a farmer who cannot be hurt by Slimes can stand in the middle of a pack and let each kill set off the next.
Anyone running the Slime Hutch will notice the difference immediately. Collecting Slime Balls means walking through a room full of Slimes every morning, and the ring turns that chore from a fight into a walk.
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 |