Ring related Ideas.
This post explains Different Ideas related to the Rings, and the Guild Ring related Shops.
Ring Smith :
A Smith that you could give gold and items to in order to bring up the power of Rings, up to +5.
There would be one in the main city of the game that could upgrade to +2. For higher you need a Clan.
Example.
Fortune's Favor Stats at CL 10 are normally : Accuracy -> 40
Dodge -> 40
Luck -> 13
This would be the +0 Level.
+1 would be...
Accuracy -> 45
Dodge -> 45
Luck -> 14
+2 .....
Accuracy -> 50
Dodge -> 50
Luck -> 15
+5 (Max) ......
Accuracy -> 70
Dodge -> 70
Luck -> 20
Each Upgrade would bring the Ring's CL down by 2, and increase the cost to level the CL up by one Orb per level. A Ring would need to be at CL 10 before it's power could be increased. (So this would take time and effort to do for any ring, but worth it by the time you get to +5.)
Ring Forger :
This idea is to allow stronger rings into the game, Only "Basic" Rings would be dropped by enemies, to get better rings you'd need to Max out a Rings CL, Spend Gold, and certain items to "Upgrade" it into a new type of ring. Using the Fortune's Favor as an example again...
Each ring made would start out at CL 1 and +0
Only Clan shops could make the advance Rings.
Basic Ring : Fortune's Favor
Passive
Stats : Accuracy -> 40
Dodge -> 40
Luck -> 13
Intermediate Ring: Lady Luck's Kiss
Forge Cost: 1 Fortune's Favor CL 10 or higher, 50,000g, 50 item A, 25 item B.
Passive
Stats : Accuracy -> 60
Dodge -> 60
Luck -> 20
Intermediate Ring: Poisoned Luck
Forge Cost: 1 Fortune's Favor CL 10 or higher, 50,000g, 50 item A, 25 item B.
DeBuff
rr1 : -1 luck on person used on. +1 Luck on person casting. (Max 3)
rr2 : -2 luck on person used on. +2 Luck on person casting. (Max 6)
rr3 : -3 luck on person used on. +3 Luck on person casting. (Max 9)
rr4 : -5 luck on person used on. +5 Luck on person casting. (Max 15)
Intermediate Ring: Roulette's Luck
Forge Cost: 1 Fortune's Favor CL 10 or higher, 50,000g, 50 item A, 25 item B.
Buff/DeBuff/AOE/Etc...
(Would have Different effects)
20% likely to increase luck (rr 1, 5 points. rr 4 20 points.)
20% likely to AOE (Attacks every enemy in sight, Looses 1% of Gold earned so far today. (5% if rr4))
20% likely to DeBuff (rr 1, -5 luck on crew, rr4 -20 points.)
40% likely to do nothing.....
Advance Ring: Fortune's Love
Forge Cost: Lady Luck's Kiss or Roulette's Luck CL 20 or higher. (Plus Gold and Items.)
Passive
Stats: Accuracy -> 80
Dodge -> 80
Luck -> 32
Also Negates the effects of Black Fortune, and Poisoned Luck.
Advance Ring: Black Fortune
Forge Cost: Poisoned Luck or Roulette's Luck CL 20 or higher. (Plus Gold and Items.)
Passive
Effects :
Gain 8 points of luck per Crew member. Each Crew member loses 8 points of luck.
(These are only examples to help explain the idea.) Doing this would open Zomg up to be even higher levels. Like making Basic rings useless by the time you reach CL 15, Intermediate by CL 25. So that as you go further into the game you'd have to get new rings to survive. Thus having more to do, and having to slow down and work on leveling up. (Which is what many people want anyway right?) To do this though the Enemies at higher levels would have to Jump in stats at certain levels to make the more advanced rings needed.