Warrior Ring
| Warrior Ring | |
|---|---|
| Type | Ring |
| Location | Crafting with Combat Level 4 |
| Sell Price | 750g |
Combat level 4 teaches the Warrior Ring recipe, and ten Iron Bars, twenty five Coal and ten Frozen Tears turn into a ring that sometimes rewards a kill with a burst of strength. The reward is called Warrior Energy: ten points of Attack for five seconds, stacked on top of whatever food and rings are already adding. Roughly one kill in ten sets it off, and luck buffs nudge that figure upward, although the day's own fortune counts for nothing here. Five seconds is short enough that the ring only shines where monsters stand close together, since the next kill has to arrive before the buff fades. The frozen floors of the Mines happen to supply both the Coal and the Frozen Tears, so one determined stretch of mining pays for most of it.
The in-game description reads: Occasionally infuses the wearer with "warrior energy" after slaying a monster.
Location
Crafting is the only route, and the recipe arrives early enough that the materials are the real obstacle. Ten Iron Bars means Iron Ore from the middle floors of the Mines and a furnace to melt it.
The other two ingredients live in the same place. The frozen floors are the home of the Dust Sprites, which are one of the best sources of Coal in the game, and the same floors yield Frozen Tears lying on the ground, out of the crates and barrels, and occasionally from the Dust Sprites themselves. Frozen Geodes broken open at Clint's and a few hours of panning fill in any shortfall. Working those floors for an afternoon usually produces the Coal and the Frozen Tears together, which is far less tedious than hunting for either on its own.
Effect
Warrior Energy is a plain attack buff with a short fuse. It lands after a monster dies, not before, so it never helps the swing that earned it. What it helps is the swing after that, and the one after that, which is why the ring belongs in fights with several monsters rather than duels with one big one.
On a floor packed with Slimes or Bugs the buff behaves almost like a permanent upgrade. Each kill has a chance of refreshing it, and with enough targets in range the five seconds keep rolling over. On a floor holding two Shadow Brutes, the ring is close to useless: the first kill takes most of the fight, and the buff expires long before the second one begins.
The ten points stack with everything else that raises Attack, including food and a Ruby Ring, so a farmer already geared for damage sees the biggest absolute gain. That is worth comparing with the Ruby Ring itself, which adds a tenth to every hit all day instead of a lump of damage now and then. The Ruby Ring is steadier; the Warrior Ring is better value on the floors where kills come quickly.
The chance of the buff starts at one in ten and rises by one percent for each point of luck buff in play. A luck dish eaten before a descent therefore makes the ring fire more often, and so does a Lucky Ring on the other finger. Daily luck, the thing the fortune teller reports every morning, is pointedly excluded, which makes this one of the few places in the game where the morning forecast changes nothing.
Equipping two Warrior Rings rolls the chance twice rather than doubling the buff. Either roll succeeding applies the same ten points, so the pair raises how often the buff appears without making it any stronger. For most farmers the second finger is better used elsewhere.
Notes
At the dye pots on 2 Willow Lane, the ring counts as a yellow dye.
At the Forge the popular choice is to join the ring to a Savage Ring for twenty Cinder Shards. Both effects hang off the same event, a monster dying, so one band delivers strength and speed together and makes a crowded room feel like a clear run. That is the loadout for hunting monsters rather than for mining or looting.
Pairing it with a Ruby Ring instead stacks the steady bonus with the occasional one, which suits a farmer who intends to fight everything on the way down. A Lucky Ring is the subtler option, since its point of luck both deepens the Skull Cavern and makes Warrior Energy appear slightly more often. A Vampire Ring covers the other half of a long fight, returning health from the same kills that hand over the buff.
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 |