# Welcome to Gaia! ::

z!F Guide to Rings and Stats

Important Notices: All information in this guide is approximate and for rings that are CL 10. If you want the values for a different CL, multiply the given numbers by (ring's CL/ 10).*

Welcome to the zOMG! Forum's Numerical Analysis Thread. (God that's a mouthful). This thread aims to provide definitive numbers to compare rings and what they do so that users can make informed decisions about which ring is better biggrin

( If you have trouble reading or understanding the guide, please post to let us know where the problem is. We're aware that it may not be particularly user friendly, and would like to change that. )

It's not quite complete, but the bulk of the data is there. Most of what's missing is either really really hard to do, or downright impossible >.>;;

Oh, and I should mention that this guide is accurate as of September 2013 as far as we know. As game development has stopped since then, these values should always be correct.

Incidentally, the # shows the rings comparative DPS ranking. Hack is the highest at #1, Hornet's Nest the lowest at #14. This assumes only 1 target is hit as well.

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*All effects involving stamina regeneration, weight, speed, luck, and armor (minus armor pool) do not scale with CL.
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Quick and Simple DPS Comparison Table
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~ 10 to 15 DPS AoE: Nest(10), Rain(12), HWB(13.33), Dervish(16)

~ 25 DPS Ranged low:Shark(24), Bow(25), Foot(26.66), Solar(26.66)

~ 35 DPS Ranged high: Guns(35), Shuri(35)

~ 35 DPS Melee low: Slash(33.33), Bump(36.66)

~ 45 DPS Melee high: Hack(45), Mantis(45)

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Quick and Simple DPH and DPS Lists
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The DPS ranks are also listed next to the rings in a green font on the right side of your screen, so you can compare where they fall while reading their data =D

Damage per Hit

1. Hack
2. Fire Rain
3. Shark Attack
4. Bump
5. Slash
6. Mantis
7. Dervish
8. Heavy Water Balloon
9. Hot Foot
10. Solar Rays
11. Guns Guns Guns
12. Shuriken
13. Hornet's Nest
14. Hunter's Bow

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Damage per Second

1. Hack
2. Mantis
3. Slash
4. Bump
5. Shuriken
6. Guns Guns Guns
7. Hot Foot
8. Solar Rays
9. Hunter's Bow
10. Shark Attack
11. Dervish
12. Heavy Water Balloon
13. Fire Rain
14. Hornet's Nest

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Base Statistics
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The base statistics are the abilities your character possesses based purely on his or her OCL (Overall Charge Level), which is a weighted average of your rings as shown below.

Health: 1000 (C.L. x 100)
Stamina: 100 (Static)
Ghi: 100 (Static)

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Accuracy: 500 (C.L. x 50)
Dodge: 500 (C.L. x 50)
Willpower: 500 (C.L. x 50)
Speed: 192 (Static)
Weight: 100 (Static)
HP Regeneration: 30 (C.L. x 3)
Stamina Regeneration*: 2 standing, 8 kneeling (Static)
Luck: 0 (Static)

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OCL: [ ( 8*R1 ) + ( 7*R2 ) + ( 6*R3 ) + ( 5*R4 ) + ( 4*R5 ) + ( 3*R6 ) + ( 2*R7 ) + ( 1*R8 ) ] / 36

R(n) refers to the nth highest level ring's C.L. R1 is the highest C.L. of your rings, R2 the second etc...

Empty ring slots count as C.L. 1.0 rings in the calculation.

*Base standing stamina regeneration not properly shown unless a stamina buff is used. Only standing stamina regeneration values are only visible. Kneeling regen is invisible.
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Mêlée Attack Rings
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Melee Attack Rings require you to get up close and personal with the Animated. Accuracy determines the likelihood of your rings hitting, and also scoring critical damage. Melee Attacks have a reach of approximately 1 avatar width.

#4
Bump
Turn that hip around and BUMP your opponent away from you. Knocking them FAR away at higher Rage Ranks. The process *is* painful to your target.

Stamina Cost: 3.33 Stamina
Cooldown: 3 seconds

RR1 -> 90-130 Damage (110 Damage) + Knockback
RR2 -> 130-190 Damage (160 Damage) + Knockback
RR3 -> 140-200 Damage (170 Damage) + Knockback
RR4 -> 160-240 Damage (200 Damage) + Knockback

#11
Dervish
Whirling at incredible speed, you deal damage to all foes close to you. Higher Rage Ranks knock your enemies farther back and increase the area you hit.

Stamina Cost: 5.56 Stamina
Cooldown: 5 seconds

RR1 -> 60-100 Damage (80 Damage) + AoE + Knockback
RR2 -> 80-120 Damage (100 Damage) + AoE + Knockback
RR3 -> 100-160 Damage (120 Damage) + AoE + Knockback
RR4 -> 140-190 Damage (160 Damage) + AoE + Knockback

#13
Fire Rain
Summon burning rain from the sky to fall in an area around yourself damaging your foes and draining their Willpower. Higher Rage Ranks result in bigger damage areas and greater Willpower drains.

Stamina Cost: 11.11 Stamina
Cooldown: 10 seconds

RR1 -> 120 (20*6) DoT + 30 Willpower Debuff (6s) + AoE
RR2 -> 180 (30*6) DoT + 50 Willpower Debuff (6s) + AoE
RR3 -> 180 (30*6) DoT + 80 Willpower Debuff (6s) + AoE
RR4 -> 240 (40*6) DoT + 120 Willpower Debuff (6s) + AoE

#1
Hack
Land a colossal blow to your foes! Hits things hard, even causing them to bleed for a bit after you hit them. At higher Rage Ranks, the bleeding lasts longer, thus causing more damage.

Stamina Cost: 4.44 Stamina
Cooldown: 4 seconds

RR1 -> 110-170 Damage (140 Damage) + 40 (2*20) DoT
RR2 -> 150-210 Damage (180 Damage) + 60 (3*20) DoT
RR3 -> 200-280 Damage (240 Damage) + 80 (4*20) DoT
RR4 -> 270-370 Damage (350 Damage) + 150 (5*30) DoT

#2
Mantis
You create a katana from nothing to do your bidding. Does light damage, but attacks again very quickly. At higher Rage Ranks, it also drains an enemy's Willpower.

Stamina Cost: 2.22 Stamina
Cooldown: 2 seconds

RR1 -> 70-110 Damage (90 Damage)
RR2 -> 100-140 Damage (120 Damage) + 20 Willpower Debuff (8s)
RR3 -> 120-180 Damage (150 Damage) + 30 Willpower Debuff (8s)
RR4 -> 170-250 Damage (210 Damage) + 50 Willpower Debuff (8s)

#3
Slash
You slash at the nearby foes in front of you, doing damage to all that you hit. Your slash becomes wider and deeper at higher Rage Ranks, allowing you to hit more enemies.

Stamina Cost: 3.33 Stamina
Cooldown: 3 seconds

RR1 -> 80-120 Damage (100 Damage) + AoE
RR2 -> 100-160 Damage (130 Damage) + AoE
RR3 -> 130-190 Damage (160 Damage) + AoE
RR4 -> 170-250 Damage (210 Damage) + AoE

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Ranged Attack Rings
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Ranged Attack Rings are rings that can be used to defeat the enemy before they get within striking distance. They're governed by Accuracy, like Melee Attack Rings.

#6
Guns Guns Guns
When all else fails, haul out the artillery and drown your target in lead! Higher Rage Ranks create a wider spray of bullets, causing more damage in a bigger and bigger area around your target.

Range: Medium
Stamina Cost: 2.78 Stamina
Cooldown: 2 seconds

RR1 -> 60-80 Damage (70 Damage)
RR2 -> 70-110 Damage (90 Damage) + AoE
RR3 -> 90-130 Damage (110 Damage) + AoE
RR4 -> 120-180 Damage (150 Damage) + AoE

#12
Heavy Water Balloon
You create a giant water ballon and hurl it at your foes, causing a colossal splash in a large area, damaging those affected. Higher Rage Ranks make bigger splashes and Taunt the enemies in the area to attack you instead of your friends.

Range: Medium
Stamina Cost: 6.67 Stamina
Cooldown: 6 seconds

RR1 -> 60-100 Damage (80 Damage) + ??? Hate + AoE
RR2 -> 80-120 Damage (100 Damage) + ??? Hate + AoE
RR3 -> 100-160 Damage (120 Damage) + ??? Hate + AoE
RR4 -> 140-190 Damage (180 Damage) + 4 Hate + AoE

#14
Hornet's Nest
Hurl a nest of hornets at the ground, creating a swarm that attacks nearby foes. Higher Rage Ranks increase the area affected, as well as making the target sometimes panic and run away. (Fear)

Range: Long
Stamina Cost: 6.67 Stamina
Cooldown: 6 seconds

RR1 -> 60 (20*3) DoT + AoE
RR2 -> 90 (30*3) DoT + AoE
RR3 -> 120 (40*3) DoT + Fear (5s) + AoE
RR4 -> 120 (40*3) DoT + Fear (7s) + AoE

#7
Hot Foot
Set your target's feet on fire, causing it pain for several seconds after the attack occurs. While the target is on fire, it also suffers a Dodge penalty, making it easier to hit. Higher Rage Ranks make this ability affect an area around the target.

Range: Medium
Stamina Cost: 3.89 Stamina
Cooldown: 3 seconds

RR1 -> 80 (20*4) DoT
RR2 -> 120 (30*4) DoT + AoE + 20 Dodge Debuff (4s)
RR3 -> 120 (30*4) DoT + AoE + 30 Dodge Debuff (4s)
RR4 -> 160 (40*4) DoT + AoE + 50 Dodge Debuff (4s)

#9
Hunter's Bow
This bow lets you fire arrows often and far, damaging your foe and slowing it down so they can't get to you easily. Higher Rage Ranks reduce the target's Footspeed.

Range: Extreme
Stamina Cost: 2.22 Stamina
Cooldown: 2 seconds

RR1 -> 40-60 Damage (50 Damage) + Speed Debuff (6s)
RR2 -> 50-70 Damage (60 Damage) + Speed Debuff (8s)
RR3 -> 60-100 Damage (80 Damage) + Speed Debuff (10s)
RR4 -> 90-130 Damage (110 Damage) + Speed Debuff (12s)

#10
Shark Attack
Groundsharks attack your foe, often knocking it away from you, and also causing some bleeding to persist after the attack. Higher Rage Ranks result in longer bleeding duration and sometimes paralyzing your target with shock. (Root)

Range: Poor
Stamina Cost: 5.56 Stamina
Cooldown: 5 seconds

RR1 -> 80-120 Damage (100 Damage) + 20 (20*1) DoT
RR2 -> 100-160 Damage (130 Damage) + 40 (20*2) DoT
RR3 -> 140-200 Damage (170 Damage) + 60 (20*3) DoT
RR4 -> 180-260 Damage (220 Damage) + 80 (20*4) DoT

#5
Shuriken
Hurl spiny metal stars at your foes! In addition to damaging your target, higher Rage Ranks increase the effect to an area around your target, plus they cause your target to have reduced Accuracy for a time.

Range: Short
Stamina Cost: 2.78 Stamina
Cooldown: 2 seconds

RR1 -> 70-80 Damage (70 Damage)
RR2 -> 70-110 Damage (90 Damage) + 20 Accuracy Debuff (8s)
RR3 -> 90-130 Damage (110 Damage) + 30 Accuracy Debuff (8s) + AoE
RR4 -> 120-180 Damage (150 Damage) + 50 Accuracy Debuff (8s) + AoE

#8
Solar Rays
Focus the power of the sun into a beam that damages your foe and, at higher Rage Ranks, can knock it away from you, or even stun it to Sleep for a short time.

Range: Long
Stamina Cost: 3.33 Stamina
Cooldown: 3 seconds

RR1 -> 60-100 Damage (80 Damage)
RR2 -> 80-120 Damage (100 Damage)
RR3 -> 100-140 Damage (120 Damage) + Sleep (2s)
RR4 -> 120-180 Damage (150 Damage) + Sleep (3s)

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Debuff Rings
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Debuff Rings and Effects are guarded against by Debuff Resistance, a currently hidden stat. They serve to reduce the statistics of a foe.

You jump up the nerves of your foe, causing them to jitter and shake, spoiling their ability to Dodge your blows for a time. Higher Rage Ranks also cause damage to your enemy.

Range: Medium
Stamina Cost: 5.56 Stamina
Cooldown: 6 seconds

RR1 -> 40 Dodge Debuff (45s) + 30-50 Damage (40 Damage)
RR2 -> 60 Dodge Debuff (45s) + 40-60 Damage (50 Damage)
RR3 -> 90 Dodge Debuff (45s) + 50-70 Damage (60 Damage)
RR4 -> 120 Dodge Debuff (45s) + 60-100 Damage (80 Damage)

Gumshoe
Make the feet of your enemy sticky and slow its Footspeed substantially. Higher Rage Ranks make this ring affect increasingly-sized areas and slow the targets within even further.

Range: Enemy Only (Short)
Stamina Cost: 5.56 Stamina
Cooldown: 5 seconds

RR1 -> 45% Speed Debuff (20s)
RR2 -> 50% Speed Debuff (20s) + AoE
RR3 -> 55% Speed Debuff (20s) + AoE
RR4 -> 60% Speed Debuff (20s) + AoE

Knife Sharpen
You draw the keen edge from a foe's G'hi and use it to sharpen your own metaphorical knives. Your foe suffers an Accuracy drain for a short time as you disrupt its lifeforce. Higher Rage Ranks also cause damage to your enemy.

Range: Medium
Stamina Cost: 5.56 Stamina
Cooldown: 6 seconds

RR1 -> 40 Accuracy Debuff (45s) + 30-50 Damage (40 Damage)
RR2 -> 60 Accuracy Debuff (45s) + 40-60 Damage (50 Damage)
RR3 -> 90 Accuracy Debuff (45s) + 50-70 Damage (60 Damage)
RR4 -> 120 Accuracy Debuff (45s) + 60-100 Damage (80 Damage)

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Crowd Control Rings
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Crowd Control Rings and Effects are Willpower based, and work to disable the enemy by preventing them from attacking, or changing who they're attacking.

Duct Tape
Wrap your target up and keep it from moving (Sleep). NOTE: Hitting a target while it is taped will weaken the tape and allow it to move again. Higher Rage Ranks start affecting foes around your original target also, as well as increasing the chance that they get bound by tape.

Range: Short
Stamina Cost: 5.56 Stamina
Cooldown: 6 seconds

RR1 -> Sleep (12-18s)
RR2 -> Sleep (12-18s) + AoE
RR3 -> Sleep (12-18s) + AoE
RR4 -> Sleep (12-18s) + AoE

Quicksand
Cause the ground at an area to become mostly water and then solid mud for a short while, trapping your enemies where they stand. (Root). Higher Rage Ranks increase the area affected, as well as the chance to stick your foes in the mud.

Range: Short
Stamina Cost: 11.11 Stamina
Cooldown: 10 seconds

RR1 -> Root (10s) + AoE
RR2 -> Root (10s) + AoE
RR3 -> Root (10s) + AoE
RR4 -> Root (10s) + AoE

Scaredy Cat
Make your foe flee from you in sheer panic! At higher Rage Ranks, this ring affects entire areas and the tendency for your foes to flee is bigger also.

Range: Poor
Stamina Cost: 6.67 Stamina
Cooldown: 6 seconds

RR1 -> Fear (12-18s)
RR2 -> Fear (12-18s) + AoE
RR3 -> Fear (12-18s) + AoE
RR4 -> Fear (12-18s) + AoE

Taunt
Sometimes, you need to pull enemies away from your friends. This ring does the trick, making foes in an area angered at you for a while. Higher Rage Ranks increase the area affected and the strength of the Taunt. The highest Rage Ranks also make your foes tremble, draining their Dodge for a time.

Range: Short
Stamina Cost: 4.44 Stamina
Cooldown: 4 seconds

RR1 -> 40 Hate + AoE
RR2 -> 60 Hate + AoE
RR3 -> 80 Hate + 20 Dodge Debuff (20s) + AoE
RR4 -> 110 Hate + 30 Dodge Debuff (20s) + AoE

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Healing Rings
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Healing Rings restore Health to Players. Strange that.

Bandage
Start a bandaging process on you or a friend. Healing then occurs over a short time, a bit at a time. Higher Rage Ranks increase the amount of Health recovered.

Range: Short
Stamina Cost: 6.67 Stamina
Cooldown: 5 seconds

RR1 -> 250 (50*5) Damage Healed Over Time
RR2 -> 300 (60*5) Damage Healed Over Time
RR3 -> 400 (80*5) Damage Healed Over Time
RR4 -> 500 (100*5) Damage Healed Over Time

Defibrillate
Use this on a Dazed ally, and you'll instantly Awaken them. Higher Rage Ranks increase the amount of Health and Stamina recovered, as well as reducing the number of rings temporarily locked because you had been Dazed.

Range: ???
Stamina Cost: 11.11 Stamina
Cooldown: 60 seconds

RR1 -> 2 Rings Unlocked + 300 Damage Healed + 30 Stamina
RR2 -> 3 Rings Unlocked + 400 Damage Healed + 40 Stamina
RR3 -> 4 Rings Unlocked + 650 Damage Healed + 65 Stamina
RR4 -> 5 Rings Unlocked + 1000 Damage Healed + 100 Stamina

Diagnose
You analyze the wounds of all allies in the area around you and heal them of some of their wounds, including your own! Higher Rage Ranks increase the healing effect and the area affected.

Stamina Cost: 8.89 Stamina
Cooldown: 8 seconds

RR1 -> 100-140 Damage Healed (120 Damage Healed) + AoE
RR2 -> 120-190 Damage Healed (150 Damage Healed) + AoE
RR3 -> 160-240 Damage Healed (200 Damage Healed) + AoE
RR4 -> 220-320 Damage Healed (300 Damage Healed) + AoE

Wish
Heal any of your friends, one at a time with this quickly-recharging and powerful ring. Higher Rage Ranks heal targets standing around your target also. The bigger the Rage Rank, the bigger the area affected.

Range: Very Long
Stamina Cost: 4.44 Stamina
Cooldown: 4 seconds

RR1 -> 150-200 Damage Healed (170 Damage Healed)
RR2 -> 190-250 Damage Healed (220 Damage Healed) + AoE
RR3 -> 230-320 Damage Healed (270 Damage Healed) + AoE
RR4 -> 320-440 Damage Healed (380 Damage Healed) + AoE

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Buff Rings
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Buff rings increase the statistics of the target, and are generally fairly long lasting. Unless otherwise stated, all buff rings affect everyone on the screen who is crewed with the target when used. Passive buffs, like Fitness and Fortune's Favor, are active as long as they are equipped and only affect the person with it equipped.

Coyote Spirit
Use this ring to give you or any friend a faster Footspeed. Higher Rage Ranks increase the Footspeed bonus, as well as providing you the Luck of the Coyote (Luck).

Duration: 15 minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 Seconds

RR1 -> 48 Speed
RR2 -> 58 Speed + 2 Luck
RR3 -> 67 Speed + 3 Luck
RR4 -> 77 Speed + 5 Luck

Divinity
Use this to draw lifeforce energy to you more quickly, increasing the rate at which you and your nearby friends regain Stamina, even during combat! Higher Rage Ranks let you recover Stamina even more quickly, and the highest Rage Ranks even help you find loot more easily. (Luck)

Duration: 15 Minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 Seconds.

RR1 -> 2 Stamina Regen (Standing), 4 Stamina Regen (Sitting)
RR2 -> 2.6 Stamina Regen (Standing), 5.2 Stamina Regen (Sitting)
RR3 -> 3.2 Stamina Regen (Standing), 6.4 Stamina Regen (Sitting) + 8 Luck
RR4 -> 4.4 Stamina Regen (Standing), 8.8 Stamina Regen (Sitting) + 8 Luck

Fitness
When you wear this ring, you just get…better! Accuracy, Dodge, Willpower, Weight, Health Regeneration, Stamina Regneration and even Luck are all given minor bonuses. This ring is passive and does not need to be clicked to be fully functional. Just wear it and it works!

Accuracy -> 20
Dodge -> 20
Willpower -> 30
Weight -> 25
Luck -> 5
HP Regeneration ->5

Stamina Regeneration -> 0.5 (Standing), 2 (Sitting)

Fleet Feet
Sometimes, you just need to get away. This makes you, and any friends around you, greatly increase your Footspeed for a brief time. Since you're probably running into or out of trouble, this also bolsters your Willpower with a modest bonus at higher Rage Ranks.

Duration: 30 Seconds
Stamina Cost: 11.11 Stamina
Cooldown: 60 Seconds

RR1 -> 96 Speed
RR2 -> 106 Speed
RR3 -> 115 Speed + 30 Will
RR4 -> 125 Speed + 50 Will

Fortune's Favor
Rare Ring: Never soulbinds. Was a reward for killing the Golden Egg during the 2010 and 2011 Easter event.

This ring bestows its wearer with the luck of a golden rabbit, increasing the amount of loot they are rewarded with.

Accuracy -> 40
Dodge -> 40
Luck -> 13

Ghost
You become slightly ethereal and matter occasionally, err, passes through you in a fairly disturbing fashion. (Dodge) Higher Rage Ranks increase the amount of Dodge bonus you receive. (Dodge bonues also decrease the chance that a monster will Critical Hit you during a fight.)

Duration: 15 Minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 seconds

RR1 -> 40 Dodge
RR2 -> 60 Dodge
RR3 -> 90 Dodge
RR4 -> 120 Dodge

Healing Halo
Create this halo over you and your nearby allies. You all then regenerate health more quickly, even during combat! Higher Rage Ranks increase this effect and the highest Rage Ranks also make all affected targets harder to knockback. (Weight)

Duration: 15 minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 seconds

RR1 -> 30 Health Regen (5s)
RR2 -> 39 Health Regen (5s)
RR3 -> 48 Health Regen (5s) + 50 Weight
RR4 -> 66 Health Regen (5s) + 100 Weight

Integrity
Rare Ring: Could only be obtained if you possessed a CL 10 ring and no rings over CL 10 on September 2, 2011. See this announcement about it.

Honesty isn't always it's own reward. Your integrity has been recognized!

Accuracy -> 30
Dodge -> 30
Willpower -> 30
Weight -> 35
Luck -> 8
HP Regeneration ->8

Stamina Regeneration -> 0.8 (Standing), 3.2 (Sitting)

Iron Will
When you fight a foe using Sleep, Root, Fear or other Willpower-based ability, Iron Will erects defenses around your mind (or the minds of any of your friends) to help you resist their evil influence. Higher Rage Ranks amplifies your mind still further, allowing you to Deflect occasional incoming attacks.

Duration: 15 minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 seconds

RR1 -> 80 Willpower + ??? Deflection
RR2 -> 120 Willpower + ??? Deflection
RR3 -> 170 Willpower + 5% Deflection
RR4 -> 230 Willpower + 5% Deflection

Kamila's Curse*
Rare Ring: Could be obtained if you possessed a ring over CL 10 on September 2, 2011. See this announcement about it.

Alternatively, Bloodlust Kamila has a low chance to drop this ring.

You didn't think your questionable behavior would go unnoticed, did you?

Accuracy -> -20
Dodge -> -20
Willpower -> -30
Weight -> -25
Luck -> -5
HP Regeneration ->-50

Stamina Regeneration -> -5 (Standing), -12? (Sitting)

*Formerly known as "Abuse"

Keen Aye
Use this on you or a friend to help them spy out where a foe *will* be, letting you hit it more easily. (Accuracy) Higher Rage Ranks increase the Accuracy boost. (Accuracy bonuses also increase the chance that you will Critical Hit a monster on any particular attack.)

Duration: 15 Minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 seconds

RR1 -> 40 Accuracy
RR2 -> 60 Accuracy
RR3 -> 90 Accuracy
RR4 -> 120 Accuracy

Meat
Be a meateater and beef up big and strong! You heal a big chunk of damage you've suffered as well as increasing your maximum Health the same amount. Higher Rage Ranks increase the amount of Health increased.

Range: Self
Duration: 15 Minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 Seconds

RR1 -> 400 Extra Health
RR2 -> 500 Extra Health
RR3 -> 650 Extra Health
RR4 -> 850 Extra Health

My Density
Are you getting knocked around by monsters? There's an easy way to solve that. Weigh more! Using this ring increases your Weight and sticks you to the ground. Higher Rage Ranks actually make you dense enough to resist some damage directly! (Persistent Armor)

Duration: 15 Minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 Seconds

RR1 -> 100 Weight
RR2 -> 150 Weight + 5% Persistent Armor
RR3 -> 200 Weight + 8% Persistent Armor
RR4 -> 300 Weight + 12% Persistent Armor

Sugar Rush
Rare Ring: Never soulbinds. Was a reward for killing Jack in the Halloween 2010 Event.

Forget runner's high for speed, this ring gives you a dose of high fructose energy to put an extra spring in your step. So, give it a lick, you'll gain an increase in speed, dodge and willpower. This effect is passive, so no need to activate anything.

Dodge -> 30
Willpower -> 30
Speed -> 38

Sweetheart
Rare Ring: Never soulbinds. Was sold in the cash shop for 749GC in February 2010.

Blow your sweetheart a kiss with this wonderful ring and make them gush with giddiness. Sweetheart causes the heart to swell with emotion and increases maximum Health.

Range: Self or Ally
Duration: 15 Minutes
Stamina Cost: 5.56 Stamina
Cooldown: 6 Seconds

RR1 -> 150 Max Health
RR2 -> 200 Max Health
RR3 -> 240 Max Health
RR4 -> 330 Max Health

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Armor Rings
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Armor Rings directly reduce the amount of damage recieved from an Animated's attack. Unless otherwise stated, all Armor rings affect everyone on the screen who is crewed with the target when used. Armor Rings will also stack their effects with each other. For example if a player is buffed by Teflon and Improb, they'll have incoming damage first reduced by 15% for Improb, then the remaining damage is reduced by 15% for Teflon (and so on should other buffs be present)

Persistent Armor bonuses are calculated before Armor Pools are calculated.

If you're still confused, swarf has a developer's guide to the zOMG! Armour System here.

Improbability Sphere
Use the Improbability Sphere to give you or a friend moderate defense (Persistent Armor), as well as to Reflect an attack back against the attacker of you or a friend! Any attack Reflected back on the attacker does the damage to the attacker instead. Higher Rage Ranks increase the amount of Armor and the…probability...that Reflection will occur.

Duration: 15 Minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 seconds

RR1 -> 15% Persistent Armor + 3% Reflection
RR2 -> 15% Persistent Armor + 8% Reflection
RR3 -> 15% Persistent Armor + 9% Reflection
RR4 -> 15% Persistent Armor + 10% Reflection

Pot Lid
Use Pot Lid to give you or a friend moderate defense (Persistent Armor) and to sometimes Deflect an attack away from you or a friend completely. Any Deflected attack is nullified completely! Higher Rage Ranks make it more and more likely that a Deflection will occur on an attack.

Duration: 15 Minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 seconds

RR1 -> 15% Persistent Armor + 2% Deflection
RR2 -> 15% Persistent Armor + ??? Deflection
RR3 -> 15% Persistent Armor + ??? Deflection
RR4 -> 15% Persistent Armor + 14% Deflection

Rock Armour
Cover each of your allies in Rock Armor giving them strong protection against incoming damage. (Armor Pool) The Rock Armor lasts for several minutes, or until it absorbs enough damage to break up. Higher Rage Ranks make stronger and stronger Armor.

Duration: 15 Minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 seconds

RR1 -> 25% Armor Pool, 20000 damage absorbed
RR2 -> 28% Armor Pool, 30000 damage absorbed
RR3 -> 31% Armor Pool, 40000 damage absorbed
RR4 -> 34% Armor Pool, 50000 damage absorbed

Teflon Spray
This makes some of any incoming damage bounce away instead of hurting you or a friend (Persistent Armor). At higher Rage Ranks, it also makes your target harder to hit (Dodge) and eventually can occasionally Reflect an attack back against your foe.

Duration: 15 Minutes
Stamina Cost: 11.11 Stamina
Cooldown: 15 Seconds

RR1 -> 15% Persistent Armor
RR2 -> 15% Persistent Armor + 20 Dodge
RR3 -> 15% Persistent Armor + 30 Dodge + ??? Reflection
RR4 -> 15% Persistent Armor + 50 Dodge + 5% Reflection

Turtle
When trouble is overwhelming, the best thing to do is curl up in your shell and hope the bad things go away. This creates a protective field that can absorb an amazing amount of damage out of any incoming attack, but only lasts a short time. (Armor Pool) Higher Rage Ranks create stronger shells.

Range: Self Only
Duration: Varies with RR
Stamina Cost: 11.11 Stamina
Cooldown: 3 Minutes

RR1 -> 100% Armor Pool (5s)
RR2 -> 100% Armor Pool (7.5s)
RR3 -> 100% Armor Pool (11s)
RR4 -> 100% Armor Pool (15s)

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Ringset Data
----------------------

Ringsets are combinations of rings that when worn on the same hand will provide a bonus to your stats. If the ring set is active, you'll know because the rings will be surrounded with a distinctive yellow glow.

Athlete
Bonus: 20% Debuff Resistance

Rings:

• Bump
• Taunt
• Fitness
• Turtle

Angel
Bonus: 3 Luck

Rings:

• Hunter's Bow
• Solar Rays
• Wish
• Healing Halo

Chef
Bonus: 70 Dodge

Rings:

• Hack
• Knife Sharpen
• Pot Lid
• Meat

Demon
Bonus: 2 Health Regeneration

Rings:

• Fire Rain
• Scaredy Cat
• Teflon Spray
• Iron Will

Medic
Bonus: 48 Speed

Rings:

• Defibrillate
• Bandage
• Diagnose

Ninja
Bonus: 30 Accuracy + 30 Dodge

Rings:

• Mantis
• Shuriken
• Divinity
• Ghost

Pirate
Bonus: 10% Persistent Armor

Rings:

• Slash
• Quicksand
• Shark Attack
• Keen Aye

Prankster
Bonus: 300 Max Health

Rings:

• Gumshoe
• Heavy Water Balloon
• Hot Foot
• Fleet Feet

Shaman
Bonus: 0.2 Stamina Regeneration (Standing), 0.8 Stamina Regeneration (Sitting)

Rings:

• Dervish
• Hornet's Nest
• Coyote Spirit
• Rock Armor

Space Trooper
Bonus: 70 Accuracy

Rings:

• Guns Guns Guns
• Duct Tape
• Improbability Sphere
• My Density

----------------------
----------------------
Ghi Boosts
----------------------

For in-depth information on ghi, check this guide.

Ghi Abilities are passive boosts to your statistics, that are earned by interacting with the game world (talking, killing monsters, and moving across screens). There are 3 Levels of Ghi Ability (Minor, Normal and Major) and they advance through them. Once you get a complete list of Minor Ghi Buffs for example, your next advancement will change one of the Minor Ghi Buffs into a Normal Ghi Buff.

The power of the Ghi Ability is based on both the level of the Buff, and the amount of Ghi you have ( The G near Stamina ). The number beneath the G represents the percentage of the boost you get. For example, at 50 Ghi, you recieve 100 HP from a Normal Health Buff.

Accuracy
Minor: 20 Accuracy

Normal: 30 Accuracy

Major: 50 Accuracy

Dodge
Minor: 20 Dodge

Normal: 30 Dodge

Major: 50 Dodge

Health
Minor: 120 Health

Normal: 200 Health

Major: 300 Health

Luck
Minor: 2 Luck

Normal: 3 Luck

Major: 5 Luck

Willpower
Minor: 20 Willpower

Normal: 30 Willpower

Major: 50 Willpower

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----------------------
Placeholder
----------------------

Quite full of himself.
And dinner :V

Edit 2/21/2012 10:30 PM PST:

----------------------
----------------------
What does it all mean?
----------------------

Well.. If you don't know all the terms, then you probably shouldn't be going into numerical ring analysis, since it's very much geared towards players who have completed the game and are looking to super-power their builds... But I'll provide a quick analysis of what everything means:

AoE: Area of Effect. This ring will affect multiple enemies. Area of Effects can be arcs or circles. Melee AoE is player centered, ranged AoE is target centered.

Duration: The length of time a rings effect is active for. Obviously, attack rings don't generally have this. DoT was measured separately.

Stamina Cost: The amount of stamina that a ring costs to activate. In game, this appears to vary use to use due to rounding.

Cooldown: The amount of time before the ring can be used again.

RR1-4: Rage Ranks. RR1 is no rage, RR4 is when the entire Rage Bar is used to launch the effect. You should know this though.

Persistent Armor: This armor is never going to give you up, never going to let you down... until it's duration runs out. (Persistent Armor is calculated before Armor Pool)

Armor Pool: This armor is generally stronger than Persistent, but will wear off after a certain amount of damage is reached (or it's duration runs out).

DoT: Damage Over Time. Damage is dealt in periodic increments, rather than dealt all at once.

Deflection: Deflection shows as a "DEFLECT!" image above your avatar, and means you take 0 damage from the deflected attack.

Reflection: Reflection shows as a "REFLECT!" image above your avatar, and means you not only take 0 damage, but the Animated gets hurt instead! Now that's karma!

zOMG!: The game. Which you've just lost. >.>;;

Luck: A stat that affects the amount of gold granted. 1 point of luck is a 1% increase in Gold. Boosts to luck do stack.

Salvage: Converts a ring into a number of orbs equal to (C.L - 1) x 5, to a minimum of 1 orb. You will lose this ring permanently, though a replacement may be dropped at a later time.

Rare Ring: A ring that cannot be obtained via normal in-game methods.

----------------------
What do the Ranges mean?
----------------------

Extreme: Extreme Range Rings cover distances of 7 or more avatar widths.

Very Long: Very Long Range Rings cover distances of approximately 6 avatar widths.

Long: Long Range Rings cover distances of approximately 5 avatar widths.

Medium: Medium Range Rings cover distances of approximately 4 avatar widths.

Short: Short Range Rings cover distances of approximately 3 avatar widths.

Poor: Poor Range Rings cover distances of approximately 2.5 avatar widths.

----------------------
Introduction to Crowd Control
----------------------

Fear: Causes the afflicted to move away from the caster, and makes them unable to attack or use skills

Root: Makes the afflicted unable to move. They can still attack those in range.

Sleep: Makes the afflicted unable to move, attack or use skills. Ends if the afflicted is hit by an attack.

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----------------------
----------------------

A Brief Introduction to the Damage System - This mini-guide will explain why your rings do more damage against some Animated than others.

Your Ring Build and You - A mathematical approach to Build Creation

I Hate Aggro - A mini-guide to explain the hate system (why you are attacked instead of a member of your crew).

z!CB Ring Data Guide - The previous version of this guide.

z!EL Ring Data Guide - Now outdated. Good for comparisons however.

---

I'd also like to take a moment to thank the following:

Contributors:

Valheita
gataka
tangocat777
anbu-of-sand
OMFG Taylor
Gaidin
Creas
Judeau_the_Modest
Fr33d0m4ever
Other members of the zOMG! Research Guild
And the posters of this forum for sharing info we don't have the time to dedicate and obtain ourselves

---

No zOMG staff left August 2013: Updated the date and fixed a typo somewhere. Can't believe I still remembered this account's details. (Fr33d0m)
09/22/2012: See here (Gat)
11/07/2011: Changed the name of the thread a bit. (Fr33d0m)
09/05/2011: Added some text to the "important notice" in the first post to denote these stats are for CL 10. Will we need to change this? (Fr33d0m)
09/03/2011: Added Integrity & Abuse ring data in. (Gat); Cleaned up the buff rings section. Also added in a "rare ring" label with short explanations of why they're special. (Fr33d0m)
07/06/2011: Corrected Coyote's description, shrunk Buddy section. (Gat)
04/11/2011: Added Skinned Chiken and Lawful Kitten Feathered Coatl and Outlawed Pup buddies. (Gat)
02/10/2011: Updated stamina values for all rings. Remind me to double check Defib and Sweetheart. (Tay)
01/14/2011: Added disclaimer to Buddie section (Val)
01/08/2011: Changed "Summons/Pets/Buddies" to "Buddies (aka Pets/Summons)". Feel free to mess around with the exact wording/format. (Tay)