[Makata]
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Important Announcement Regarding "Soulbound" Rings!!!
A past update introduced the concept of "soulbinding" rings to their owners to cut down on ring deflation in the marketplace and to keep people from buying their way to higher levels.
Any rings obtained in the game from now on are "locked" to your account and cannot be traded, gifted, or sold. The exclusions to this rule are any rings found BEFORE this update. These rings can be traded, sold or gifted away without restrictions, but become soulbound when equipped in the Null Chamber.
This change is permanent and will not be taken back.
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List of Rings.
Boomers (Attack Rings):
Bump - This ring deals moderate damage and knocks the enemy back a fair distance, which is perfect for creating some quick space in case you need to heal or used a ranged ring. It's quick cooldown and low stamina cost make this an idea ring for bosses with high HP, since it deals very high DPS if the target is not (or cannot be) knocked back.
Dervish - An AoE attack which gives you a little breathing room by pushing back every enemy it hits along with dealing "moderate" damage. Hits everything close to you in a 360 degree range. Has a moderate cooldown and stamina cost, but is one of the best AoEs in terms of damage over time per stamina.
Fire Rain - An aoe attack which summons fire to rain down on any foes in a large radius, with you as the center of the attack. Deals damage over time through three "ticks" of damage. The total damage applied makes this ring the single-strongest AoE Ring per cast. Also, considering its' lengthy cooldown, it deals one of the best AoE DPS. Note: This ring should not be used on a slow connection, since many users complain this ring causes them to lag excessively.
Guns, Guns, Guns - Summons various firearms to attack the enemy. Said to deal moderate damage and also has a slight knockback effect (which effectively "stuns" an enemy walking towards you for a second) while sporting a short cooldown timer by sacrificing attack range. Be warned this ring has one of the best DPS of the ranged category, but it takes a second for damage to be applied to a target after selecting the ring.
Hack - A slow, but powerful swipe of a sword. Trades a slow cooldown (for the 1v1 attack ring category) for raw, close-ranged damage. Deals a surprisingly good DPS. This ring also has a knockback effect, making it useful for creating some breathing room and against unmovable targets, such as bosses.
Heavy Water Balloon - Launches a water balloon to deal AoE damage to an extremly wide-radius of enemies while debuffing each target's accuracy and dodge rate by an undisclosed amount. Also has a moderate attack power and long cooldown. Keep in note the damage range for the ring is very large; you typically deal very high damage to some monsters and low damage to others in the same mob. R4 also summons a whale, which makes this ring awesome. (Fun Fact: The colors of the water balloons tossed change with each use of the ring).
Hornet's Nest - An AoE attack in which you thow a hive of hornets into a group of enemies. This ring hits three times and does very low damage while having a chance to inflict fear on each target (similar to Scaredy Cat). Please note that, unlike Scaredy Cat, feared enemies will NOT run off the screen, they'll only run to the screen's boarder making this ring a fun choice to pair with ranged rings. This ring sports a moderate stamina cost and cooldown. Be warned though, like Quicksand, you have to actually aim where the center to the swarm will originate.
Hot Foot - Creates an area of hot steam under a monster and does damage slowly over time while debuffing the target's dodge rate. This ring can be use from far-range. This ring typically does NOT deal very high DPS and should only be considered as an attack ring which will generate a very low amount of hate.
Hunter's Bow - Summons a bow to attack the enemy for a weak attack. Enemies hit by the attack will become slowed, which also stacks with gumshoe, making enemies run at a snail's pace. The cooldown and stamina costs for this ring are very low, and its' range is top notch. It's DPS is nothing special though.
Mantis - Summons a katana to quickly strike your foe. This ring sports a fast cooldown, low stamina cost and strong damage output. Deals the best DPS of any ring, as well as having one of (if not the best) damage per stamina ratio.
Shark Attack - Summons a landshark to swim towards your opponent and deal damage while moderately knocking your enemy back. This ring can be used from medium-range and takes a decent chunk of stamina and sports a long cooldown.
Shuriken - Throws a barrage of ninja stars to deal damage to your target. It's said to have low attack rate, but also debuffs your target's accuracy. Range, cooldown and stamina costs can all be compared to GGGuns.
Slash - A ring which summons a sword to strike your foes. While slower than the mantis ring, it's considerabily more powerful. Not to mention it hits all enemies within a 180 degree slashing-distance.
Solar Rays -This ring is ranged, but also sports a moderate cooldown and stamina cost. Also has the second-longest range and second-largest damage output of any ranged ring.
Healing Rings:
Bandage - Heals your target slowly over time during five "ticks". More rage yields more hp restored per "tick." Restores more overall hp than diagnosis per use. A quick cooldown and stamina cost makes this the perfect ring for healing yourself.
Defibrillate - One of the most useful rings ever: it provides your allies with a quick jolt of electricity to awaken them from dazed status. More rage unlocks more rings upon revival. Please note that after being defib'd, your target won't regain their buffs from before they died, so buffs should be re-applied almost immediately. Also, if used, Defib is typically stored within the first two ring slots, since R1 restores your first two ring slots, as opposed to R4 restoring all eight. This allows crews to perform "Defib Chains" in the middle of a boss fight if multiple members are dazed without wasting rage.
Diagnose - Heals yourself and everybody around you (they don't even have to be in your crew!) for a sizeable amount of HP. More charges increases the amount of HP restored, which can be very useful if everyone in the party is suffering damage. This ring also tends to generate a lot of monster hate, so try to hold back on this ring until after a battle or if you have good defensive buffs active.
Meat - Restores a large chunk of health and adds to your max HP. Currently one of the better, if not best, rings to invest in.
Wish - Restores a portion of HP to a crew member of your choice by making a wish on a dandelion. This ring has a short cooldown and restores a moderate amount of HP for a low stamina cost to a single target from a long range.
Buff Rings:
Adrenaline - A ring which is used to increase your ally's dodge stat. It's like giving everybody (but yourself) an extra "Ghost" buff.
Coyote Spirit - A buff ring which increases your walking speed for a long duration. Adding rage only increases active time, not the amount of speed added. Can be used on yourself and allies. This ring also adds a small dodge boost.
Divinity - Grants the user angel wings for a short second to increase the rate at which you recover stamina, even during battle. This ring also effects all people close to you, regardless of if they're in your crew or not. More rage applied increases this ring's range and amount of stamina restored.
Fitness - A buff-type ring which adds a small boost to your dodge, accuracy, willpower, weight, health restoration, stamina restoration and luck. This ring works passively as long as you have it equipped.
Fleet Feet - Allows you and your crew to run very fast for a short duration while also providing a small dodge boost. Use this ring to make speedy get-aways. This ring's cooldown prevents this ring from being spammed.
Ghost - This popular ring engulfs your avatar in a purple shade of darkness in order to increase your dodge stat by a moderate amount.
Healing Halo - You and your crew receive glowing halos above your heads, which increases your "HP Regeneration" stat and lets you recover more HP when kneeling. Targets similar to Divinity. More rage applied yields more added HP regeneration.
Improbability Sphere - Allows your allies to reflect (not deflect, like teflon spray or pot lid) damage, which means that, periodically, part of an incoming attack is deflected back at the attacker, reducing the overall damage you take.
Iron Will - Increases your "Willpower" stat, which decreases the chances you'll be affected by willpower-based status effects and increases the chance that you can use them on enemies. (Like Taunt, Quicksand, Duct Tape, etc.)
Keen Aye - Increases your accuracy stat by a moderate amount. This ring is typically useless after you get your 2nd accuracy G'hi boost and you'll never miss any enemies again unless they're significantly higher then you.....which you shouldn't be fighting anyways. : P
Knife Sharpen - This ring increases an ally's accuracy stat. It's like applying an extra Keen Aye buff to everyone (but yourself) in your crew. Also useless like Keen Aye.
My Density - Increases your "Weight" stat, which lowers your center of gravity, making it harder for monsters to knock you back. This buff only costs a small amount of stamina to use, but also has a very short duration. It can also be used on yourself or any of your allies.
Pot Lid - Provides a large chance at deflecting enemy attacks. (Deflection simply means that a large portion of the damage is received will be blocked, dealing only minor damage to yourself.)
Rock Armor - This ring increases an ally's defensive power for a long duration, but cannot be used on yourself. This ring is almost a MUST for boss battles. Having two people with this ring in your crew is highly advised whenever you can coordinate buffs. A full crew of people with R4 Rock Armor is essentially unbeatable.
Teflon Spray - A buff which adds both a moderate amount of defense and deflection, making it a weaker hybrid of rock armor and pot lid. This ring can be used on yourself and allies and is very impressive for crewing or soloing normal monsters. Bosses can rip through this buff like paper though.
Turtle - The ultimate ring in terms of a short-duration-defensive buff. Summons a turtle shell to protect you. Uses a good chunk of stamina and has a long cooldown. This ring basically lowers the amount of damage you take by alot....so much so, in fact, that at R4 most normal monsters hit you for "negative" damage which actually heals you! (Sitting down, however, may increase the damage to you take to a point that you'll begin taking damage again, albeit very low amounts. Same thing with hard bosses hitting your face. ) This ring is typically active for 20 seconds, with a 40 second "waiting period" in which you are left "defenseless." Also note that using turtle will wipe away any other defensive bonuses that you have, often putting it at odds with Rock Armor.
Crowd Control Rings:
Duct Tape - Wraps the enemy up in duct tape to keep it from moving. The monster will be freed once hit again. This is useful for wrapping up enemies when you need to rest to recover stamina or to keep monsters from destroying your crew. It produces a "sleep" effect.
Gumshoe - Slows down your target by sticking gum under their feet. This ring allows you to effectively "kite" monsters with long-ranged rings and speed buffs. This ring has a short cooldown. ( Please don't re-chew the same gum. D: )
Scaredy Cat - Scares enemies into running away, typically off screen. Good for keeping your a** alive when you're getting overwhelmed by strong foes. Doesn't work on most bosses, as with most other crowd control rings.
Taunt - While it doesn't deal damage, this ring causes you to generate a large amount of hate from one enemy, typically making you the target of their attacks. Basically, it makes you the tank.
Quicksand - Create a quagmire at a point of your choosing (much like aiming Hornet's Nest, you have to choose where on your screen the center of the attack will originate), causing all the enemies to become "stuck" for a short period of time. They can still attack you from long range if they have the ability, however.
[Makata]
Your Stats
Your character's parameters are catagorized into different stats:
Health- Otherwise known as HP. If your HP reaches "0,' then then you're "dazed" and cannot participate in fighting anymore. Increased by Meat or the Athlete Set.
Health Regeneration- This stat determines how many Health Points you regain while standing still every "tick." If you kneel, the amount you recover will double. Increased by Healing Halo, Fitness and the Medic Set.
Stamina- Your energy. Every time you use a ring, you use up a bit of your stamina. If you run out of stamina, you can slowly recover it while standing, or kneel to recover it faster. Cannot currently be increased.
Stamina Regeneration- A "hidden" stat which determines how many stamina points you recover per "tick." Increased by Divinity, Fitness or the Demon Set.
Dodge- This stat determines your chances of being "Missed" by monsters. "Misses" count as 0 damage. Increased by Ghost, Adrenaline, Coyote Spirit, Fleet Feet, Fitness, the Ninja Set or the Prankster Set.
Accuracy- This stat determines your ability to actually have your hits land on an enemy, rather than missing. Increased by Keen Aye, Knife Sharpen, Fitness, and the Prankster Set.
Speed- This stat determines how quickly you walk. Increased by Coyote Spirit, Fleet Feet and the Pirate Set.
Weight- This stat determines your resistance towards being knocked-back by enemy attacks. A higher "Weight" will allow you to stand your ground more easily. Increased by My Density, Fitness and the Space Trooper Set.
Willpower- This stat has a dual function: it decreases the chance any enemy can inflict a status effect on you, and it also increases the chances you can inflict a status effect on enemies. Increased by Iron Will and the Shaman Set.
Luck- This "hidden" stat determines your luck at finding drops and loot from monsters. Increased by Fitness and the Angel Set.
Defense- This "hidden" stat determines your ability to reduce the amount of damage you take from any given attack. Obviously, the more defense you have, the less damage you take. Increased by Teflon Spray, Turtle, Rock Armor and the Chef Set. Please note that only the highest defensive boost is applied to your character at any given time***, meaning that if somebody applies Turtle to themselves with a Rock Armor buff active, then they'll only receive the defensive boost that Turtle offers and Rock Armor will be effectively "shut off."
Deflection- This "hidden" stat determines your ability to "absorb" damage taken like a shock absorber. In theory, deflection is activated on a % chance per attack. Once activated, a set amount of damage is subtracted from the incoming damage, which will give you the amount of damage applied. Increased by Teflon Spray and Pot Lid. Please note that only the highest deflection bonus is applied to your character at any given time***, meaning that if you apply both Teflon Spray and Pot Lid to yourself, the deflection bonus from Teflon Spray will be "shut off" and you'll only receive deflection bonuses from Pot Lid.
Reflection- This "hidden" stat determines your ability to "reflect" damage taken like a mirror. In theory, reflection is activated on a % chance per attack. Once activated, a set amount of damage is subtracted from the incoming damage and applied back at the attacker, which will lower the amount of damage you take overall. Please note that only the highest reflection bonus is applied to your character at any given time***.....but even then, the only current ring which applies a reflection boost is Imporbability Sphere.
***Please note that while you can't stack two of the same type of defense-orientated buffs together, you CAN stack a defense buff, a deflection buff and a reflection buff together for increased longevity.
Your stats passively increase according to your ACL (Average Charge Level), which is an "average" of the CL's of your equipped rings, any sets you currently have equipped, a possible Fitness Ring (if equipped) and your acquired G'hi Buffs.
[Makata]
Ring Sets and Their Effects:
Please note that to activate a set's bonus effects, you have to wear all four rings in the same "hand," meaning the four panels to the left or right of the "Hand Icon" which opens up your inventory.
Pirate Set: Keen Aye, Hack, Slash, Shark Attack
Stat Bonus: Increased Speed
[.]This set is all about two things: Hitting the enemy and hitting them HARD. This set offers you a wide variety of attacks (1v1, AoE and ranged) which pack a punch and the ability to make sure none of them go to waste via low accuracy. The downsides to this set are lack of a healing and defensive ring, rings with long cooldowns and rings with a high stamina consumption. It's advised to pair this set with a Divinity ring.
Medic Set: Adrenaline, Bandages, Defibrillate, Diagnosis
Stat Bonus: Increased Health Regeneration
[.]This set is all about being a supportive crew member. Bandage is a very efficient 1v1 heal, Diagnosis is a great instant party heal, Defib(rilliate) is good in case your crew hits a snag and somebody dazes and Adrenaline is good at preventing your crew from even taking damage in the first place. The cons to this set are the lack of an attacking rings and the ability for you to quickly draw monster's hate because of your fast healing abilities. It's advised to combine this set with other defensive buffs which will make your crew and (more importantly) yourself more sturdy. Rock Armor, Meat and Turtle are all great choices.
Space Trooper Set: Guns Guns Guns, My Density, Solar Rays, Turtle
Stat Bonus: Increased Weight
[.]This set turns you into an unshakable sniping platform. Using this set, you'll receive a MASSIVE amount of weight which will allow you to stand your ground even under the hardest of hits. Guns and Solar rays both help you kill things from afar, allowing you to potentially stay out of the main fray if you're in a crew....but should you become the target of a wild group of monsters, then Turtle will offer you a superb defensive boost to either escape or give your crew time to regroup.
Ninja Set: Mantis, Shuriken, Dervish, Ghost
Stat Bonus: Increased Dodge
[.]This set is the most well-rounded set out there, making it the most popular. With it, you'll receive a godly DPS 1v1 ring, a decent long-ranged ring that offers an accuracy debuff, a good AoE ring which hits everything around you and a self-buff which boosts dodge. Add that to the fact that the Ninja Set also adds dodge, and you have a double helping of extra dodge! The only downside to this ring is that there are no healing rings.
Chef Set: Teflon Spray, Meat, Knife Sharpen, Pot Lid,
Stat Bonus: Increased Defense
[.]This set is good.....but mostly redundant. The set defense bonus is minimal and usually out-classed by R4 Teflon. Not to mention Pot Lid out classes Teflon's deflection boost most of the time, meaning the the set defense boost and teflon's added deflection are useless. Knife Sharpen is also a useless ring, as you'll never miss anything after getting higher Accuracy G'hi boosts. The crown jewel of this set however is Meat. If used at R4, you'll almost DOUBLE your maximum HP for a long time. It's a decent set, except Knife Sharpen feels more and more like a pity ring. Also, this set lacks any damage and healing rings.
Angelic Set: Wish, Divinity, Healing Halo, Hunter's Bow.
Stat Bonus: Increased Luck
[.]The second most popular set, the Angelic Set is used mostly temporarily by people farming for orbs and/or loot. Wish is a great healing ring, but can't be used on yourself. Hunter's Bow is a good ranged attack that comes with a speed debuff, but deals very little damage. Healing Halo is often considered useless.....but divinity is this set's saving grace with the ability to buff stamina regen rates. All-in-all, it takes a dedicated player to put up with crappy damage and crappy self-healing to run with the angel set 24/7. It's advised to only use this set when you need to find some quick drops.
Prankster Set: Improbability Sphere, Gumshoe, Heavy Water Balloon, Duct Tape
Stat Bonus: Increased Accuracy and Dodge Rate
[.]This set seems to be the b*****d child of all the ring sets, as it's comprised of mostly unpopular or misunderstood rings. This set can best be classified (and this is a stretch) as a "support set" in the fact that you're given an Ally-Only Reflection Buff, a ring which puts enemies to sleep, a ring which slows enemies down and a long-distance AoE which will allow you to attack mobs from the outside of the fray. The dodge bonus added is also smaller than the Ninja Set, seeing as how you're also given a small amount of accuracy (of which this is the only set to give you an accuracy boost AND the only set to give you two boosts at once). Obvious flaws with this set include lack of an efficient 1v1 attack ring, healing ring and self-affecting defensive rings.
Shaman Set: Hornet's Nest, Coyote Spirit, Rock Armor, Quicksand
Stat Bonus: Increased Willpower
[.]Depending on how you use it, the Shaman Set can either be your worst enemy or your best friend. First of all, the Shaman Set boosts your Willpower which will allow you to more effectively use Crowd Control Rings....and surprise, surprise! This set offers you two CC Rings: A ring which sticks a large mob of monsters in a quagmire, causing them to stand in place, and a ring which send mobs of enemies fleeing in terror (yes, these rings are rather conflictory). Another thing to notice is that both Hornet's Nest and Quicksand are the only two "aiming" rings in zOMG!, meaning you have to click on your screen where the center of the attack starts, much like playing a FPS or something. You're also given Coyote Spirit; a long-lasting moderate speed buff and (probably the best ring ever invented) Rock Armor, the ultimate defensive buff in terms of defense offered for a long period of time. All in all, a weak aoe attack, no healing rings and no self-defensive rings combined with hard-to-aim attacks make this set a rare find. However, if you find yourself as a fan of using crowd control, adding this set alongside Iron Will will almost guarantee a near-perfect accuracy score with your CC Rings.
Athlete Set: Bump, Taunt, Fleet Feet, Fitness
Stat Bonus: Increased Maximum Health
[.]This set is a seemingly mixed bag of random skills; it offers you an effective 1v1 attack at knocking back enemies, a CC Ring which helps you to tank blows from monsters, a fast speed ring with a short duration and moderate cooldown and the only passive ring in zOMG! which offers you a small boost to many stats, most importantly your luck and weight. The main appeal to this set would most likely be the increased amount of Max HP Granted, and mixes well with the Meat Ring. Obvious flaws include lack of a healing ring, a defensive ring and an AoE ring. If paired with Meat and defensive rings though, this would be THE set to use for tanking hits from enemies while your crew attacks from the back, as well as running away if things start to turn ugly.
Demonic Set: Hot Foot, Fire Rain, Iron Will, Scaredy Cat
Stat Bonus: Increased Stamina Regeneration
[.]This set's motif is to torture, burn and terrorize the enemy in a true hellish fashion. Hot Foot and Fire Rain are both fire-based DoT (damage over time) rings which deal scalding damage over an interval of time, with Hot Foot being 1v1 and ranged, while Fire Rain is 360-degree AoE with your character as the center of the attack. Iron Will is then used to increase the chances of landing hits with the CC Ring Scardey Cat, which sends enemies running away off the screen in terror, which allows you to thin crowds of monsters to tilt the odds in your crew's favor. The increased stamina regen isn't a shabby addition either. Flaws include lack of a defensive ring, healing ring and potential lag from Fire Rain. If you play on a bad connection, you may want to consider shutting off your Ring Animations when using Fire rain against large mobs.