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[This wiki page describes the current version "0.9.4 Testers' Party - The Start". The only minor change made to SPS-PD's rings in this version was the addition of the stealth bonus to the ring of Evasion's game description (it already had from before a practical effect on stealth though).]

Overview[]

The most general difference of the rings of SPS-PD in comparison to most other mods is that many of its rings cap their power at level 30, at which point upgrades cease to provide benefits (these rings are still upgradeable above level +30, but their bonus remains same with that of level +30 after the upgrades, so upgrading them further is essentially useless). The rings that have this level cap are the rings of Force, Furor, Haste, Magic and Tenacity, half of the mod's available rings. The +30 level cap also means that many rings are not as effective as they can be in Sprouted PD, so even though there's a third ring slot, it will be much rarer for rings to be the focus of most of the player's upgrades.

Half of the rings that have an effect on hero stats which are displayed in the hero tab, like the rings of Accuracy and Evasion, don't show their effect on the hero's tab, but the rings of Magic and Might do. Also, unlike most other mods an unupgraded ring of +0 level has no effect on the hero. Cursed rings have the opposite effect than uncursed ones, which is heavier if they also have negative levels (a -1 ring of Might will reduce HP by 20 points for example), like they do in Sprouted PD. Upgrading a cursed ring with Accurate dew upgrading will make it beneficial, as it will grant its bonus effect, (the upgraded cursed ring reward from the Ambitious Imp is already beneficial, like in Sprouted PD), but it will still be non-unequippable. Most rings display a specific number of their bonus effect in their game description.

Rings and their effects[]

[All the parts of the game descriptions outside brackets are displayed in-game]

Ring of Acccuracy[]

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. Also every 10 levels it can make the player gain one more attack distance.

[Level +1] Accuracy improvement: 1 [Flat scaling +1 per level]

[Level +10] Attack range improvement: 1 [Flat scaling +1 per 10 levels]

it is among the rings that its upgrade scaling doesn't improve as it levels up and adds steadily +1 Accuracy per level (flat scaling). When it is upgraded to +10 and especially above, it can make melee hits accurate even against most of the enemies with very high evasion like Wraiths, and also every 10 levels it gives the hero +1 extra range. Note that its accuracy bonus is also applied to unarnmed combat, but does not increase also range in this specific case (this info is mostly useful for unarmed builds with a ring of Force). Useful for all classes, but especially for the Gladiator subclass, who needs successful hits to retain his subclass buff, and also for the Joker subclass, who has already an extra range bonus. Keep in mind that the Accuracy stat does not affect the accuracy of missile weapons, thrown weapons and guns at all (this is determined by a separate stat, Ranged Weapon Accuracy), which is benefitted only by the ring of Sharpshooting, while wands in SPS-PD never miss. In other words this ring is of Melee Weapon and Unarmed Combat Accuracy, the ring of Sharpshooting is of Ranged Weapon Accuracy & Damage, and wands have no need for a ring related with accuracy. It doesn't have an upgrade cap at +30 and continues to offer increased accuracy and range with upgrades after that level.

Ring of Elements[]

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

You gain elemental resistance. [No specific number displayed]

It increases the resistance of hero to many of the game's debuffs (Blindness, Burning, Cold climate, Disarm, Dry climate, Locked, Hot climate, Poisoned, Silent, Wet climate), and harmful blobs (Cobweb, Confusion, Darkness, Demon Blood, Freezing, Paralytic, Shock, Slowness, Venom, Toxic gases), to the attacks of some specific enemies (Broken Robot, Burning Fist, Corrupted Otiluke, DM-300, Dwarf Warlock, Evil Eye, Gnoll Shaman, Lightning Shell, Lightning Slate, Pinning Fist) and also to the Lightning, Storm and Spear traps. That means that the debuff's duration will become shorter and the the enemy's attack or the trap will deal lower damage and/or won't proc/apply a debuff that easily. It offers resistance to damage equal to 2 + ring's level and from level 1 and on it reduces the duration of debuffs more with each upgrade (its scaling with upgrades is flat). It doesn't have an upgrade cap at +30 and continues to offer increased resistance with upgrades after that level.

Ring of Energy[]

Fading rings
Ring of Energy
Your wands will recharge more quickly in the arcane field that radiates from this ring.

[Level +1] Wand charging speed improvement: +5% [Upgrade scaling improves with levelling up.]

New ring in relation to Sprouted PD, it grants quicker recharging to wands, and specifically adds +5% to all the wands' recharging speed at level +1. In addition, the recharging speed bonus scales up with each level up: at level +2 the ring will add +10.25% to recharging speed (+5.25% added from level +1 to level +2), +15.76% at level +3 (+5.51% added) etc. This scaling up is applied somewhat incosistently from one level to the next (for example the scaling up bonus even decreases from level 8 to level 9 of the ring) so there is no point in mentioning calculation formulas here. Players should just know that a level +10 ring of Energy, which is the max cap of upgrading with dew, will add +62.89% to recharging speed, a level +20 will add +165.33% to recharging speed, and a level +30 will add +332.19% to recharging speed. Even though this ring does not have a max level cap, and continues to offer increased recharging speed with upgrades after that level, the level +30 bonus is high enough for upgrades to get spent on other hero's items. It is obviously very helpful for Mages, especially for the Battlemage subclass.

Ring of Evasion[]

Fading rings
Ring of Evasion
This ring obfuscates the true position of the wearer, making them harder to detect and attack. A degraded ring will instead make the user easier to detect and strike.

[Level +1] Dexterity improvement: +1 [Flat scaling +1 per level]

[Level +5] Stealth improvement: +1 [Flat scaling +1 every 5 levels]

It works similarly with Sprouted PD, as it increases Dexterity (Evasion) by +1 per level and also increases the hero's Stealth by +1 every 5 levels, but its effect decreases the longer the hero remains seen by the enemy. It is useful for all classes, but especially for the Assassin, as it offers to him bonus surprise attacks without the need of using his Cloak. For the Undead Rogue skin, who has very high stealth by default, but not a Cloak of Shadows, this ring can be even more useful, if the Undead Rogue becomes an assassin. Its upgrade scaling doesn't improve as it levels up and adds steadily +1 Dexterity per level and +1 Stealth every 5 levels. It doesn't have an upgrade cap at +30 and continues to offer increased evasion and stealth with upgrades after that level.

Ring of Force[]

Fading rings
Ring of Force
This ring enhances the force of the wearer's blows. The max level of this ring is 30.

[Level 0] If you don't have melee weapon, you will deal 0-12 damage in melee attack. [Flat scaling +1/+3 per level, does not cap at level 30]

[Level +1] Melee damage improvement +10% [Flat scaling +10% per level, caps at level 30]

This ring is rather different than its versions in most other mods that also have it. In SPS-PD at the first glance it acts only as a quasi tier 2 weapon in terms of its damage with no weapon equipped, and the hero's current strength does not affect its damage at all. To give some examples, at level 0 it seems to deal only 1-12 damage, at level +5 8-27, and at level +10 13-42 (damage scaling: +1/+3). That said, the previous description (and also the ring's actual game description) is rather misleading: A) It does have a max level cap at +30 for the bonus it gives to all damage in either unarmed or armed melee combat (300%), but B) in contrast it keeps increasing its unarmed damage with upgrades above level +30 without ever reaching a cap. The fact that the "melee damage multiplier" gets also applied to unarmed melee hits moreover means that its actual damage at level +10 is 26-84 (13-42 +100%), at level +20 69-216 (23-72 +200%), and at level +30 132-408 (33-102 +300%), so it ends at high levels being even more powerful than the ring of Force of other mods, but because of its damage modifier and not of the hero's increased Strength (at level +100 its actual damage is 412-1,248 from 103-312 +300%). Keep in mind though that the ring will have its damage reduced by various factors like it happens with melee weapons, so the highest damage values displayed above will be getting encountered against enemies without armor class and with no damage reducing buff. All in all, especially for a Fighter warrior, who gets unique finishing moves with combos, but only when he is unarmed, this ring is a great candidate for highly upgrading.

Moreover, it is now much better also with other weapons equipped, as it adds 10% damage per level, so that weapon damage at +20 is tripled with the +200% modifier, and at +30 is quadrupled with the 300% modifier. Note that although the game description talks only about melee damage improvement, this ring affects the damage of all weapons, melee or ranged (missile and thrown), equipped or not, and also unarmed combat. Note that it has an upgrade cap at level +30 for the bonus it grants to weapon or unarmed damage, and upgrades cease to provide more bonus than +300% after that level, so there is no point in upgrading it further when the hero will be equipping a weapon. Have also in mind that its bonus to weapon damage is different than that of the ring of Sharpshooting, so in the case of missile and thrown weapons equipping both of these rings will lead to very big damage bonuses, especially when they are both highly upgraded. It is obviously a ring useful for all classes and builds, so players that their hero will be weilding a weapon in late-game and end-game should consider reinforcing this ring and upgrading it to max level +30 and then using the rest of the scrolls of Upgrade on their weapon of choice, as the benefit from the +300% bonus damage of the ring will be much more than the benefit of upgrading the weapon with the same amount of scrolls of Upgrade.

Ring of Furor[]

Fading rings
Ring of Furor
This ring grants the wearer an inner fury, allowing them to attack more rapidly. The max level of this ring is 30.

[Level +1] Melee attack speed improvement: +10% [Flat scaling +10% per level.]

Although it is not stated in the ring's game description, the ring also increases the attack speed of ranged weapons (but not that of wands). In the current version of SPS-PD it grants a straightforward bonus of +10% to attack speed per level with an upgrade scaling that doesn't improve as it levels up, so at level +10, which is the max level cap with dew, with a weapon of normal attack delay 1 it will offer two attacks per turn, at level +20 three attacks per turn, and at level +30, which is the max level cap of this ring, it will offer four attacks per turn. Obviously weapons with attack delay less than 1 will become even quicker and with attack delay more than 1 will gain normal attack speed after a few upgrades on the ring. It has an upgrade cap at level +30 and upgrades cease to provide more bonus to attack speed after that level.

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. The max level of this ring is 30.

[Level +1] Move speed improvement: +10% [Flat scaling +10% per level]

It is among the rings that its upgrade scaling doesn't improve as it levels up and adds steadily +10% movement speed per upgrade, so one extra movement turn every +10 levels. Note that the ring adds +10% to movement speed already from level +1, the effect is just not very evident at low levels, as it gives one extra movement turn every 10 turns at level +1, every 9 turns at level +2 etc. and the movement bonus becomes straightforward only at level +10, as it is 1 extra movement turn per turn.

Nevertheless, this change in speed affects pets from early on, as already from level +3 - +4 of the ring they start getting left behind, because the ring of Haste in SPS-PD does not affect their movement speed. Practically, if the hero wants a pet with him/her in the dungeon, he/she souldn't bother to upgrade and equip a ring of Haste, as he/she will always wait for the pet and the advantage of the ring will get wasted. Without a pet, it is useful for all classes, but especially for the Freerunner subclass. It has an upgrade cap at +30 (3 extra movement turns per turn) and upgrades cease to provide more bonus to movement speed after that level.

Ring of Magic[]

Fading rings
Ring of Magic
Your wands will become more powerful in the arcane field that radiates from this ring. The max level of this ring is 30.

[Level +1] Magic improvement: +1 [Flat scaling +1 per level]

This ring adds steadily +1 Magic Power per level, enhancing all the wands' damage for each point of Magic Power, instead of adding new levels to the player's wands, like it does in Sprouted PD. To give more details, all offensive wands' damage is increased by the hero's Magic Power, as it adds to the default 1 multiplier of the wand's damage +0.1 with each point, so its bonus effect is almost unimportant in low levels but becomes game-changing in high levels, as a +10 ring will double the damage of all wands, a +20 ring will triple it, and at its max level +30 it will quadruple their damage. Obviously it is very useful for Mages, especially for the Battlemage subclass. When upgraded to +30 and equipped by the Battlemage, in combination with a highly upgraded offensive wand, it can help one-shot enemies even in the last two battles with Corrupted Mirror Otiluke and Zot (apart from the bosses obviously). It has an upgrade cap at +30, making 3 the maximum number the wands' multiplier can reach with this ring (so a Battlemage with his additional +8 points of Magic Power can have almost a multiplier of 4 with a +30 ring of Magic also equipped and will deal tremendous damage).

Ring of Might[]

Fading rings
Ring of Might
This ring enhances the physical traits of the wearer, granting them greater physical constitution. Every 5 levels it will give the wearer one point of strength.

[Level +1] HP improvement: +10 [Flat scaling +10 per level]

[Level +5] Strength improvement: +1 [Flat scaling +1 every 5 levels]

Its familiar strength gain has been heavily nerfed to only +1 Strength every 5 levels. This means that the strength gain can only be useful from mid game (+1) until late game (+2) due to the dew upgrade caps, but to compensate, its maximum HP boost is now much stronger than before and starts from the first upgrade (Level 1 +10 HP – Level 10 +100 HP). It is among the rings that its upgrade scaling doesn't improve as it levels up and adds steadily +10 HP per level and +1 Strength every 5 levels. It is useful for all classes, but mostly because of the HP gain. It doesn't have an upgrade cap at +30 and continues to offer increased strength and max HP with upgrades after that level.

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.

[Level +1] Ranged weapon accuracy improvement: +1 [Flat scaling +1 per level]

[Level +1] Range weapon damage improvement: +5% [Flat scaling +5% per level]

It is among the rings that its upgrade scaling doesn't improve as it levels up and adds steadily +1 to Ranged Weapon Acccuracy and +5% to Ranged Weapon Damage per level (so it will add +10 ranged weapon accuracy and +50% damage at level +10, +20 and +100% at level +20, +30 and +150% at level +30 etc.). Its bonus is applied to the damage of both missile and thrown weapons, but never to melee weapons even when they have an extra long reach like 3 or 4. It will be useful to all heroes that use much a ranged weapon (all Huntress skins for example have good very good ranged weapons as starting items, and guns are available to all classes and skins). Nevertheless, a hero of the Sniper or Agent subclass will be benefitted the most by this ring getting highly upgraded, especially when they also have a ranged weapon with good damage output (a Fusil, Mortar, Boomerang, Centaur Bow, Thousand Knives etc.) as the bonus of the ring will complement the subclass' perks. Keep in mind that the Ranged Weapon Accuracy stat does not affect the accuracy of melee weapons at all (this is determined by a separate stat, plain Accuracy), which is benefitted only by the ring of Accuracy, while wands in SPS-PD never miss. In other words this ring is of Ranged Weapon Accuracy & Damage, the ring of Accuracy is of Melee Weapon and Unarmed Combat Accuracy (but not also of damage), and wands have no need for a ring related with accuracy. Also, its bonus to ranged weapon damage is different than that of the ring of Force, so in the case of missile and thrown weapons equipping both of these rings will lead to very big damage bonuses, especially when they are both highly upgraded. It doesn't have an upgrade cap at +30 and continues to offer increased ranged accuracy and damage with upgrades after that level. Due to its very good bonus to ranged damage when highly upgraded, players who are doing a ranged-focused run should consider first reinforcing this ring and upgrading it to high level and then use the rest of the scrolls of Upgrade on their ranged weapon of choice.

Ring of Tenacity[]

Fading rings
Ring of Tenacity
This ring will allow the wearer to resist normally mortal strikes. The max level of this ring is 30.

[Level +1] Damage resistance: +1.33% [Flat scaling +1.33% per level.]

It is among the rings that its upgrade scaling doesn't improve as it levels up and adds steadily +1.33 per level. It has a level cap at +30 so the flat +1.33 added per level will lead to +39,9% maximum damage resistance at its highest (30 * 1.33). It is useful for all classes but especially for the Berserker, as he tries to retain relatively low health to keep the subclass bonus, but also not to die. Due to the upgrade cap at +30 upgrades cease to provide more damage resistance after that level.

Lucky Badge (formerly Ring of Wealth)[]

Lucky Badge SPS-PD
Lucky Badge
A badge left by the shop keeper. It is full with luck and It can be upgraded. [No specific number displayed.]

There is no ring of Wealth in the game anymore like there is in Sprouted PD, and its only equivalent is the Lucky Badge, obtainable in the Sweet Home (formerly Safe Room) journal depth, of which the page can be bought from the depth 6 shop in Prison. It affects the hero's luck in various ways but the most important of them is that it adds a +2% bonus per badge's level to the chance of enemies dropping their loot and also gives a chance of potions of Might and scrolls of Magical Infusion to spawn in the regular dungeon when the hero first enters a depth with the Lucky Badge equipped, a chance which also increases with upgrades, with these two items never spawning otherwise in the regular dungeon.

The Lucky Badge can only be ugraded up to +15 (with dew up to +10/11 and with scrolls of Upgrade for higher than that, with a cap at +15) so it does not completely guarantee scrolls of Upgrade or Magical Infusion from Wraiths, like the +28 ring of Wealth does in Sprouted PD. To be more exact, the Wraiths of SPS-PD have a 6% base chance to drop a scrol of Magical Infusion and a 9% base chance to drop a scroll of Upgrade. An upgraded to the max +15 Lucky Badge will make these chances (15 * 2%) + 6% = 36% and (15 * 2%) + 9% = 39%, which are undeniably much better, but also far from making the scroll drops guaranteed.

Lastly, an upgraded Lucky Badge has a very positive effect generally on item generation in regular depths, when the hero has the Lucky Badge equipped upon first entering the depth, but its item generation effect is very much nerfed in the Wisdom Trial depth unlike Sprouted PD, and generally has no effect in the item generation of Sokoban depths.

Four-Leaf Mint Necklace

Four leaf mint necklace SPS-PD
Four-Leaf Mint Necklace
This four-leaf clover necklace can give the wearer something when he levels up, and increase enchanted equipment's chances to be activated.

Note that there is also a somewhat similar item in SPS-PD, named "Four-Leaf Mint Necklace" and dropped by the Plant King boss in the Bosssush challenge. It does not affect loot generation externally in the dungeon at all, but when it is equipped during levelling up, it adds to the hero's stats +1 Magic Power, +5 max HP (bonus to the max HP already added with the level up), and also 1,000 gold pieces in the hero's inventory (its last feature is a way of generating extra loot internally, hence its mention as similar to the Lucky Badge). When equipped it also increases the chances of any armor glyph or weapon enchantment to proc.

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