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 Overview[]

The rings of Sprouted that exist also in Original PD (Accuracy, Elements, Evasion, Haste) are similar to their equivalents there with some difference (most of them minor), but there are many removals, replacements, and additions. Like the rings in Original PD and all of its mods, the diffferent types of rings don't have a fixed sprote that persists in every run, but are differentiated by gems that are reassigned in every new run. An unidentified ring will become fully identified (ring type and level) after being worn by the hero for 200 turns. Rogues semi-identify rings upon equipping them, meaning that they will know instantly the type of the ring, but they will have also to wait for 200 turns to learn the level of the ring. After a type of ring gets identified, all rings of the same type found later as loot will be also semi-identified (type but not level). Rings can get transmuted to other rings, but the Ring of Wealth is a unique drop/find and can never be a product of transmutation (it can get transmuted though - but don't do that).

Amethyst Agate Diamond Emerald Garnet Onyx
Amethyst ring
Agate ring
Diamond ring
Emerald ring
Garnet ring
Onyx ring
Opal Quartz Ruby Sapphire Topaz Tourmaline
Opal ring
Quartz ring
Ruby ring
Sapphire ring
Topaz ring
Tourmaline ring

In Sprouted there are no rings of Detection, Haggler, Herbalism, Mending, Power, Satiety, Shadows, Thorns, but the function of most of them is replaced by artifacts or new rings (this feature is shared with Shattered PD, as it was already implemented in it, when Sprouted was created, but among the items of the next section only the Chalice of Blood has an identical function in Shattered PD). Rings are stored in the Chain, along with the two Adamantite Rings, the Ring of Disintegration (but not the Ring of Frost), and also Ankhs.

The just previously mentioned Rings of Disintegration and Frost are rings in name, but they are really artifacts: they don't have any effect on the hero stats, abilities or resistances, and provide instead two different types of special attack. It should be also noted that in all regular rings' game descriptions (that is, not of artifact or adamantite rings) it is mentioned that when they are degraded, they have the opposite, negative effect. As degradation doesn't exist in Sprouted, a "degraded" ring is one that is cursed and so with negative levels (so fo, for example,-1 ring of Furor will make the wearer attack slower than normal, and a -2 even slower).

Replaced Rings[]

  • DM-300 drops the artifact Cape of Thorns instead of a Ring of Thorns, which also damages enemies upon attack.
  • Thieves and Bandits drop the artifact Master Thieves' Armband instead of a Ring of Haggler, but that artifact allows the hero to steal from shops and does not provide discounts.
  • The artifact Chalice of Blood is found randomly in the dungeon and has a very similar function with the Ring of Mending.
  • The artifact Cloak of Shadows is a starting item of the Rogue instead of the Ring of Shadows, but grants invisibility upon command and not a higher level of stealth in general.
  • The artifact Horn of Plenty is found randomly in the dungeon and has a somewhat similar function with the Ring of Satiety, but provides food to the hero instead of decreasing the speed of their hunger.
  • The artifact Sandals of Nature is found randomly in the dungeon and has a very similar function with the Ring of Herbalism, but also grants a Defense Up buff.
  • The artifact Talisman of Foresight is also found randomly in the dungeon and has a somewhat similar function with the Ring of Detection, as it warns the hero that a trap is close to him/her, but also shows to him/her all the loot available on a dungeon depth.

Ring of Magic[]

Fading rings
Ring of Magic
Your wands will become more powerful in the arcane field that radiates from this ring. Degraded rings of magic will instead weaken your wands.

The Ring of Magic replaces the Ring of Power, but has exactly the same function with it, adding one extra level to all wands with each ring level and increasing accordingly the power of their effects. It does not increase their recharging speed (unless the hero is a Mage), their melee damage when they get equipped by Mages, or their number of max charges. As reinforced items in Sprouted can reach very high levels, a Mage with a highly upgraded Ring of Magic is literally overpowered.

Familiar rings[]

Ring of Accuracy[]

Fading rings
Ring of Accuracy
This ring increases your focus, reducing your enemy's ability to dodge your attacks. A degraded ring will instead make you easier to evade.

The Ring of Accuracy is useful for all heroes but it is most beneficial to the Gladiator, as it helps him maintain his buff (it relies on successive successful hits). It should be noted that both the Huntress and Mage when using missile weapons and wands are not benefited by the Ring of Accuracy, as the accuracy buff of missile weapons in the game code ("Aim") is different from the accuracy buff of melee weapons ("Accuracy") and wands are not considered weapon items at all by the game. This ring is also beneficial to all classes spefiically against Wraiths, as already from the first max dew level (+13) it almost guarantees that melee hits won't miss Wraiths, even those of the Book of Death and the Dolyahaven Mines depths, which are the most evasive of all.

Its benefit to the hero's accuracy is a little complicated to calculate, as the hero's accuracy itself depends on two factors. All heroes start with Accuracy 10 at level 1 and gain one point of Accuracy with each level up. The hero's "level accuracy" is then multiplied by the equipped weapon's accuracy, which is 1 for most weapons, but 1.2 for the Bloodlust Chainsaw Hand, the Spork, the Battle Axe, and the War Hammer. The result of the multiplication is the hero's actual acurracy (which with most weapons being equipped will be equal to the hero's level accuracy). The Ring of Accuracy multiplies then the hero's actual accuracy by 1.4 / adds 40% to it and the bonus cumulates at each level (level 0: 1.4 / +40%, level 1: 1.4*1.4=1.96 / +96 %, level 2: 1.4*1.4*1.4=2.74 / +274 % etc.). Apparently players won't normally do all these additions and multiplications to find out what is the hero's current accuracy with the specific weapon and ring level, they should just have in mind that the higher the hero's / equipped weapon's accuracy/ring of accuracy's levels are, the higher their total accuracy will be.

Ring of Elements[]

Fading rings
Ring of Elements
This ring provides resistance to different elements, such as fire, electricity, gases etc. Also it decreases duration of negative effects.

It decreases the damage and/or duration specifically of Burning, Death Rays by Evil Eyes, Electricity / Lightning, Poisoned, Toxic Gas, and Weakened by Warlocks attacks or debuffs (but not of any of the other debuffs), and its effect is based on the formula: Debuff Duration / [2 + (0.5 * Number of ring's Level) / (2 + Level)]. For example a debuff that normally lasts 10 turns, with a +10 Ring of Elements will last: 10 / (2 + 0.5 * 10 / 2 + 10) > 10 / (2.5 * 10 / 12) > 10 / (25/12) > 10 / 2.08 = appr. 5 turns.

Ring of Evasion[]

Fading rings
Ring of Evasion
This ring obfuscates the true position of the wearer, making them harder to detect and attack. This ring is much stronger while the user remains undetected, and if the user is targeted the power of evasion will slowly fade away. Remaining undetected will restore the ring's effectiveness. A degraded ring will instead make the user easier to detect and strike.

Apart from increasing the hero's Evasion, it also decreases the chance of the hero getting noticed by enemies - increases the hero's Stealth, incorporating to a certain degree the function of the Ring of Shadows of Original PD. It is a ring useful for all classes, but both of the Rogue's subclasses are benefited the most of, as the Freerunner gets bonus evasion to his already buffed dodging ability, and the Assassin gets bonus surpise attacks and extra damage against enemies, without needing to use his Cloak of Shadows.

Its benefit to the hero's evasion is less complicated to calculate than the benefit of the Ring of Accuracy was, but it is based on the same logic. All heroes start with Evasion/Dodge 5 at level 1 and gain one point of Evasion with each level up (Rogues have bonus evasion when they equip light armor or have chosen the Freerunner subclass). The Ring of Evasion then multiplies the hero's level evasion by 1.15 / adds 15% to it and the bonus cumulates at each level (level 0: 1.15 / +15%, level 1: 1.15*1.15=1.32 / +32 %, level 2: 1.15*1.15*1.15=1.52 / +52 %).

Its benefit to the hero's Stealth is as complicated to calculate as the benefit of Ring of Accuracy was. To start with, the enemies' chance to notice the hero is 1/i and i is calculated by :

  • Distance of enemy from the hero + hero's Stealth, if the enemy is sleeping,
  • Distance of enemy from the hero/2 + hero's Stealth, if the enemy is wandering, and
  • i + 2, If the hero is levitating.

The hero's Stealth is normally 0 but will get increased by a Ring of Evasion by 1 point per level. So with a wandering enemy 4 tiles away from the hero and a +1 Ring of Evasion we have: 1/(Distance 4/2 + Ring's Level 1) = 1/(2+1) = 1/3 = 33% chance, and with a +10 Ring of Evasion: 1/(Distance 4/2 + Ring's Level 10) = 1/(2+10) = 1/12 = 8.3% chance, instead of a 50% chance for the enemy to notice the hero. With this +10 ring even an enemy in melee range with the hero will have 1/(Distance 1/2 + Ring's Level 10) = 1/(0.5+10) = 1/10.5 = only a 9.5% chance to notice him/her. Keep in mind that after the hero gets noticed the stealth effect of the ring will be diminished.

Apparently players won't do all these additions and multiplications to find out what is the hero's current evasion and stealth with the specific ring level and distance from enemies. For evasion players should just have in mind that the higher the hero's and ring of evasion's levels are, the higher their total evasion will be. And for stealth they should have in mind that the bigger the distance from enemies and the ring's level wil be, the higher their stealth will be (also taking into account that heroes are noticed the most easily by wandering enemies and sleeping enemies notice heroes the least easily).

Ring of Haste[]

Fading rings
Ring of Haste
This ring reduces the stress of movement on the wearer, allowing them to run at superhuman speeds. A degraded ring will instead weigh the wearer down. Upgrade benefit on this ring maxes out at 10 upgrades.

Unlike Original PD, it only affects movement speed, and that with a different multiplier than in the Original PD, but it does not affect performing actions speed and attack speed (the second is the Ring of Furor's related buff). Its effect in Sprouted can be a little confusing for players who like counting and calculating. To start with, moves in Sprouted consume 2 turns for the hero, and even when the hero equips a highly upgraded Ring of Haste, the counter will still count most of the times 2 turns per move anyway. The actual speed of the hero will be affected though, as the player will notice that the enemies move slower and slower as the ring gets upgraded. Its actual effect (not counted by the game in its counter) is calculated by the formula 6/5Number of the ring's Level+1, so with a 0 Ring of Haste equipped it will be 115 and 1 actual move will be gained every 5 actual turns (and also a -1 cursed Ring of Haste will have no negative effect due to the +1 added to the -1 level in the exponent). Approximately 1 actual move will be gained at level +3, 2 at +5, 3 at +7, 4 at +8, 5 at +9, etc.(all numbers are rounded) without a level cap, even though the game description says so. Enemies will retain their default speed, so what the player will see a change in the game is the enemies becoming slower and slower as the ring gets upgraded, and also the spawning of new enemies will become slower.

Buffs and debuffs will have their normal duration but the player will see them last longer in the actual time outside of the game and harmful gases will spread at a slower pace and will affect the hero taking into account the extra moves buff of the hero (so a hero stepping on Paralytic Gas trap with a +3 Ring of Haste equipped will be paralyzed after he/she spends one more actual turn on the tile, 2 turns at +5 etc.). Heroes with a highly upgraded ring of Haste can pass through a cloud of Toxic Gas and receive damage equal to being only for 1 turn in its area of effect, and this aspect is extremely helpful with the Kupua-generated-gas in the Dolyahaven Mines, as the player will have enough time to see that the Kupua or Gullin has started generating its gas and move the hero to a safe distance without the gas managing to have any effect on the hero. Players with heroes that had chosen Draw out Dew should also not take into account the goal moves displayed in the game's counter for the same reasons that were explained in the previous paragraph. It is a ring useful for all heroes, especially on the Dolyahaven Mines depths, and also for those that had chosen Draw out Dew, as with a highly upgraded ring it will be very easy to complete the depth within the goal moves. Its effect also stacks with the movement speed buff of the Freerunner (which is equal approximately to that of a +2 Ring of Haste).

Players should have in mind that the Ring of Haste in levels above +10 is bugged and might make the hero a) freeze while enemies attack him/her endlessly, then b) spend all their Ankhs, and then c) die. There is even a game message saying: "Warning! High level Rings of Haste tend to cause... complications!" each time the hero upgrades the ring above level +8, but there are no complications in general, just this specific bug. As a rule of thumb, players should either avoid to upgrade this ring above +10 or unequip it on depths with many and/or strong enemies.

As far as pets are concerned, upon equipping a Ring of Haste until ring level +10 the hero will have the option either to haste both the pet and him/herself or just him/herself, but that will not make any difference to the ring's effect on the hero (that is, either both characters will have the expected speed bonus of the ring, or only the hero), but from level +11 and on, upon equipping it, the hero will have the option either to haste both the pet and him/herself only up to +10, or have the whole speed bonus of the ring, while leaving the pet slow and always behind the hero. Unless the pet has a high level for the depth and will manage the depth's enemies without a problem by itself, leaving a pet slow and many tiles behind is generally unadvised. Pets which are on a different depth when the hero equips a Ring of Haste will not gain the speed bonus of the ring, and when the hero finds them, they will have their normal speed and be much slower than him/her (he/she should unequip and reequip the ring, for the pet to catch up).

New Rings[]

There are also some new rings added, that Sprouted also shares with Shattered PD, but none has identical characteristics with its equivalent in Shattered PD.

Ring of Force[]

Fading rings
Ring of Force
This ring enhances the force of the wearer's blows. This extra power is largely wasted when wielding weapons, but an unarmed attack will be made much stronger. A degraded ring will instead weaken the wearer's blows. When unarmed, at your current strength, average damage with this ring is X points per hit. Wearing a second ring of force would enhance this.

It grants a big bonus to the hero's unarmed damage, but also adds +1 damage to all equipped weapons (increasing by +1 with each level). Its damage when the hero is unarmed is displayed on the ring's game description, so there is no need to mention the formula by which it's calculated here; players should just know that it is based on a combination of the hero's strength and the ring's level. It is a ring great for early game, when the hero has not yet found a high-tier weapon to upgrade, lower its strength, and equip it, but as its damage depends on the aforementioned combination, it becomes mediocre in mid-game compared to Tier-4 or Tier-5 weapons. However, in late-game, when the hero most often reaches 21 Strength right before Yog-Dzewa and the ring can be upgraded to the max dew level (+13), in this specific combination of level and strength its average damage becomes the same with that of a +13 Glaive, 64 points per hit (the Glaive deals 56 + 8 points due to the 8 excess strength points), while a +13 War Hammer deals 61 points per hit (53 + 8 due to excess strength). If reinforced and upgraded to a high degree, it can deal even more damage than a Tier-5 or a Tier-6 weapon of the same upgrade level, if the hero spends some time in farming Phase Pitchers and brewing Potions of Might. In this case, its basic drawback will be that the hero's fists can't be enchanted like a weapon and their attacks will not be able to have any extra effect applied to enemies.

Ring of Furor[]

Fading rings
Ring of Furor
This ring grants the wearer an inner fury, allowing them to attack more rapidly. This fury works best in large bursts, so slow weapons benefit far more than fast ones. A degraded ring will instead slow the wearer's speed of attack.

Its effect on attack speed is calculated by the formula: Attack delay*[0.25 + (Attack delay - 0.25)*0.8Level] For example a weapon with attack delay 1 (most weapons have this attack delay) with a Ring of Furor +1 will have 1*{0.25 + [(1-0.25)*0.81]} = 1*[0.25 + (0.75*0.8)] = 1*(0.25+0.6) = 1*0.85 = 0.85. Players who find the formula complicated should just have in mind that the higher the ring's level is, the quicker the hero's attacks will be. All classes and subclasses can benefit from this ring, but the Gladiator benefits the most, as his class-specific buff has to do with successful successive hits. In contrast Mages are benefited the least, as this ring does not affect wands at all, either when they zap enemies, or when they are used as melee weapons, as they are not considered either melee or missile weapons by the game.

Its buff in attack speed when highly upgraded makes it also helpful with the Kupua-generated-gas in the Dolyahaven Mines, as the player will have some time to see that the Kupua or Gullin has started generating its gas (as the hero will still have part of their turn left) and move the hero to a safe distance without the gas managing to have any effect on the hero. The turns added to the hero's "immunity" to the Kupua gas will never be as many as with a highly upgraded Ring of Haste though.

Ring of Might[]

Fading rings
Ring of Might
This ring enhances the physical traits of the wearer, granting them greater physical strength and constitution. A degraded ring will instead slow the wearer's speed of attack.

Unlike the Ring of Furor just before, it needs the knowledge about math of a primary school student, as it adds 1 point of Strength and 5 points of HP to the hero with each level (each level is equal with the effect of one Potion of Might).

Ring of Sharpshooting[]

Fading rings
Ring of Sharpshooting
This ring enhances the wearer's precision and aim, which will make all projectile weapons more accurate and durable. A degraded ring will have the opposite effect.

It is also very straightforward in its effect, adding 1 point of Missile Weapon Accuracy ("Aim" in the game code) with each level, and giving a better chance at expendable missile weapons to not break after they get thrown. Practically it is useful only for the Huntress class, as it is the only class that has access to missile weapons dealing decent damage (Boomerang and Jupiter's Wrath), but is the most useful ring for the Sniper subclass as its bonus effect stacks with Sniper's accuracy bonus.

This ring at +13 also permits the Huntress to equip the Boomerang as a melee weapon with minimal accuracy penalties in melee range (this is very useful for Huntresses that will highly upgrade a Boomerang or a Jupiter's Wrath from late-game to end-game). This ring is also beneficial specifically against Black and Red Wraiths that normally are extremely evasive against all melee and missile weapons, as already from the first max dew level (+13) it almost guarantees that boomerang hits won't miss them, even those of the Book of Death and the Dolyahaven Mines depths, which are the most evasive of all (some hits will still misss in melee range though). It should be noted that although technically Mages' damage is also ranged, this ring also doesn't benefit them, for the same reason that was mentioned for the rings of Accuracy and Furor.

Ring of Tenacity[]

Fading rings
Ring of Tenacity
When worn, this ring will allow the wearer to resist normally mortal strikes.The more injured the user is, the more resistant they will be to damage. A degraded ring will instead make it easier for enemies to execute the wearer.

It increases damage resistance, and increases it more, the lower the hero's HP is. All classes and subclasses can benefit from this ring, but the Berserker benefits the most, as this ring can be very helpful to maintain his buff much more easily at low health.

The ring functions by multiplying damage received by 0.9^(Ring Level * ((MaxHp - CurHP) / MaxHP)).

Ring of Wealth[]

Fading rings
Ring of Wealth
It's not clear what this ring does exactly, good luck may influence the life an an adventurer in many subtle ways. Naturally a degraded ring would give bad luck.

Most important of all the new rings, the ring of Wealth is literally a game-changing ring in Sprouted PD, as when it is equipped, it increases the drops from all enemies, influences positively the spawning of rare items like artifacts, rings and wands in the generation of new depth, and also of otherwise non-obtainable normally items from depth generation like scrolls of Magical Infusion and potions of Might. Its most positive effect though is that one equipped ring of Wealth upgraded to +28 or two equipped rings both upgraded to +14 will make the chance of (Black) Wraiths dropping a scroll of Upgrade or Magical Infusion 100% (among all the shared rings with Shattered, this ring is the most different in the degree of its game-changing effects). It is a very rare ring; for this reason, only two can spawn in each run; they can't be found in the regular dungeon, can't be a product of transmutation, and can be obtained only in the following two ways:

1) One ring of Wealth is always inside a chest in the Otiluke's Journal depth Vault and the Vault page is found in the embers of burnt bookcases, but only if they are burnt with the Spectacles equipped, a unique reward from Sokoban 2.

IMPORTANT: Players should have in mind that visiting the Journal's Vault even once triggers one of the Dolyahaven Mines bugs in end-game, and if they are planning to reach Zot with their hero, they should better avoid completely this depth.

Main article: Otiluke's Journal

2) The second ring of Wealth has a 4% chance to drop from a Red Wraith, but Red Wraiths spawn randomly in skeletal remains or as allies to Dwarf Liches, and only when the Liches are stuck in a room and cannot run away from the hero, so the hero encounters Red Wraiths rather infrequently. There are two possible ways to make Red Wraiths appear often, one safer but RNG-dependant, the other risky but always available. The safe way (to be more accurate, safe when the hero has at least one battle wand): if the hero finds a cursed Dried Rose and equips it, it will consistently spawn Red Wraiths, and the hero will obtain eventually a ring of Wealth as a drop from one. The risky way: when the hero starts encountering Dwarf Liches in the Metropolis, he/she should try and lead them to rooms from which they can't escape or to dead end corridors, so force them to start spawning Red Wraiths, and farm the Red Wraiths until they drop a ring of Wealth (the player should better push the "wait" button after the lich is cornered, to let it attack and spawn wraits, instead of having the hero still move, because the lich might find a way to escape, and in any case if the lich keeps moving, it won't spawn wraiths). It should be noted that even when a room has more than one doors and so the Dwarf Lich theoretically can escape, if it is standing still on a tile and does not move because it wants to keep a distance from the hero, it will spawn Red Wraiths. Heroes attempting this should have at least an upgraded to the depth's max Scale armor and eat toasted dungeon nuts and black berries to keep the Dwarf Lich's damage under control, and if their armor is lower than Scale, they should return for Wraith farming in the Metropolis later, after they find a better armor. Players can find some more details about the second way in this short guide.

Both rings of Wealth, either found or dropped, are always at level 0 and never cursed. They are also always unidentified, as all loot rings are, but a chest in the Vault or a Red Wraith will never drop any other type of ring (so there is no need to identify a ring dropped from a Red Wraith to make sure if it is indeed a ring of Wealth).

Ambitious Imp[]

Demon gif
Ambitious Imp
Imps are lesser demons. They are notable for neither their strength nor their magic talent, but they are quite smart and sociable. Many imps prefer to live among non-demons.

- Are you an adventurer? I love adventurers! You can always rely on them if something needs to be killed. Am I right? For a bounty of course. In my case this is [golems / monks] who need to be killed. You see, I'm going to start a little business here, but [these stupid golems / monks] are bad for business! [It's very hard to negotiate with wandering lumps of granite, damn them! / These lunatics don't buy anything themselves and will scare away other customers.] So please, kill... let's say [6 / 8] of them and a reward is yours.

Upon completion: Oh yes! You are my hero! Regarding your reward, I don't have cash with me right now, but I have something better for you. This is my family heirloom ring: my granddad took it off a dead paladin's finger.

The Ambitious Imp of Sprouted is almost exactly the same with the Ambitious Imp of Original PD: it appears in a random room on depths 17, 18 or 19, it is annoyed by Dwarf Monks or Golems, the hero must gather 6 or 8 tokens that they drop after they die to complete its quest and for it to open its shop on depth 21 (this is much more important in Sprouted, as the Imp always sells the Book items), and upon the quests' completion it always gives a random cursed and identified ring, that has a 50% chance to be of +3 level, and another 50% chance to be of +4 level. Until it gets unused this ring will have the peculiarity that although it is cursed it will not cause any negative effect to the hero, but also although it is upgraded it will not cause any positive effect to the hero (for example, after equipping an Imp's cursed +4 Ring of Haste, the hero will just have their normal speed). Unlike other mods, a) if the Imp's quest is fulfilled after the hero first reaches depth 21, it will not open its shop, b) it will never give a Ring of Wealth as a quest reward, and c) it will not take into consideration the hero's class to give a specific ring as reward that will be more useful to the hero.

Note: As all NPCs in Sprouted, the Ambitious Imp is invisible after the hero leaves its room, but the hero most probably will gather the necessary golem/monk tokens in a depth other than that of the Imp's and the player might not remember where exactly the Imp was. A simple trick to mark the Imp's location is the hero to drop on the room's floor a light-colored item like a mystery meat or a food ration, that will remain visible after the hero leaves the room.

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