Rings: What they do
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Soulbound?
A lot of people still don't understand what it means. Soulbound means a certain item, in your inventory, cannot be traded or sold in the Marketplace they can only be sold in the Shops [E.g. Back Alley Bargains]. All rings found in zOMG! are soulbound to it's user and nobody else can use it, the rings in the Marketplace were found before December 8th, the day Soulbinding was added to zOMG! The rings that are soulbound are better salvaged than sold in shops for only 2 gold. You can purchase a ring on the Marketplace, and as long as you do NOT equip it, it will stay "un-soulbound". That means you can turn it around and sell it again if you want to do so. But the moment you put it on your avatar's finger, it's yours forever.
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.
Dervish - An AoE attack that hits all enemies around you (360°) also knocking them back giving you some time to recover.
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. Hits exactly 3 times.
Guns, Guns, Guns - Summons various firearms to attack the enemy. Deal's moderate damage and also has a nice knockback effect while having the same cooldown duration as the Mantis ring.
Hack - It may have a slow cooldown and a rather big stamina cost, however it is the most powerful ring and best for 1-on-1's.
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 a small amount. Also has a moderate attack power and long cooldown. Causes quite a lot of lag if used at full-rage.
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 damage similar to Fire Rain while having a small chance to inflict fear on each target.
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 mid-range.
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.
Mantis - Summons a katana to quickly strike your foe. This ring has a fast cooldown, low stamina cost and strong damage output.
Shark Attack - Summons a shark to swim towards your opponent and deal damage while moderately knocking your enemy back. This ring can be used from medium-range.
Shuriken - Throws a barrage of ninja stars to deal damage to your target. It has a low attack rate, but also debuffs your target's accuracy.
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 180°.
Solar Rays -This ring is ranged and has a moderate cooldown and stamina cost. Also has the second-longest range of any ring.
Healing Rings:
Bandage - Heals you or an ally slowly over time. More charges yield more HP restored. Bandage is equal to Diagnose, Bandage heals over time, yet Diagnose instantly heals you and ally around you.
Defibrillate - This is a life saver, literally. It provides your allies with a quick jolt of electricity to awaken them from dazed status. More charges unlock more rings upon revival, while higher levels restore more HP. If you use it with low rage, unlocking two rings, wait for the cooldown and use it on that same ally to unlock more rings.
Diagnose - Heals yourself and others around you for a minor ammount of hp. More charges increases the amount of HP restored, which can be very useful if everyone in the party is suffering damage. You don't even have to click on a ally!
Meat - Restores a large chunk of health and adds to your max HP. This ring has a long cooldown.
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.
Buff Rings:
Adrenaline - A ring which is used to increase your ally's dodge stat.
Coyote Spirit - Increases your speed slightly but has a long duration.
Divinity - Gives you and others around you to get a Stamina boost, which helps you hold out and attack for longer in battles.
Fitness/??? - A buff-type ring which adds a small boost to all of your stats. Specifically, it adds about 5 to your dodge and accuracy each CL (50 at CL10), about 20 weight per CL ( 200 at CL10) and increases your Health and Stamina Regeneration by minor amounts.
Fleet Feet - Allows you and others around you to run very fast for a short duration while also providing a small dodge boost. Use this ring to make speedy get-aways.
Ghost - Increases the amount of times you dodge an attack.
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.
Improbability Sphere - Deflects attacks from enemies on a regular basis.
Iron Will - Increases your Willpower, which decreases the chances you'll be affected by willpower-based status effects and increases the chance that you can use them on enemies.
Keen Aye - This ring can only be used on yourself, increasing you accuracy.
Knife Sharpen - Only works on Ally's but is useful if they keep missing enemies, this increase your teammate's accuracy.
My Density - Increases your Weight, 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. Also, you can keep your slim figure.
Pot Lid - This has a small chance of deflecting ranged attacks.
Rock Armor - This ring increases an ally's defensive power for a long duration.
Teflon Spray - This ring absorbs the damage dealt to you and can deflect an attack back to the enemy. It's extremely useful if you are under a large attack.
Turtle - The ultimate ring in terms of a short-duration-defensive buff. Summons a turtle shell to protect you. Uses quite a bit of stamina and has a long cooldown. This ring lowers the amount of damage you take by a lot, on a fair few occasions, you don't get hit at all inside the duration of the ring. However, sitting down may increase the damage to you take to a point that you'll begin taking damage again.
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.
Gumshoe - Slows down your target by sticking gum under their feet.
Scaredy Cat - Scare enemies away for a short period of time, giving you a chance to recover. This ring appears to be very underestimated and is an important ring that will save your life.
Taunt - If your teammate is under attack, use this ring to make yourself the target of the selected enemy. Basically, it keep you friends out of danger.
Quicksand - This ring lets you create a quagmire at any point on the screen, causing the enemies, in that area, to become "stuck" for a short period of time.
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PowerUps - What are they
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PowerUps are extremely helpful if you are under pressure, the game can be completed without the use of them, however, it is nice to know you have a special back-up.
To use one of them, open up your PowerUp tray. The little red arrow pointing up on the left side of your ring tray, you must click that and it will bring up the PowerUp tray.
Any PowerUps you have will be displayed there. PowerUps come with a certain number of charges. Some have only a few charges, but each charge has a long duration, while others have lots of charges, but don't last long when used.
Types of PowerUps currently:
Superchargers - These PowerUps replenish health and stamina. They don't cost any Stamina to use them, so they can be very useful in battle when you're starting to run low stamina, or if you're taking so much damage that you can't heal it all with your rings. They can really get you out of trouble. However, they do have a cooldown, once you use one of them you can use another in 15 seconds.
Ring Buffers - When you use this certain baby, then everyone of your currently equipped rings operate at 150% normal effectiveness for an entire hour! This can be enormously effective for you since that means all offensive and defensive powers, as well as stat changes, are all made that much more powerful while using them. This is even more useful than the Superchargers.
Double Orb - These PowerUps make you more efficient at gathering orbs from defeated opponents. Thus, you get twice as many charge orbs from a defeated a foe that drops orbs, which can then be put into your rings to advance their Charge Level.
The Cash pricing on PowerUps is designed to be extremely inexpensive. PowerUps lasting a few minutes usually cost less than two cents per charge, whereas PowerUps lasting an hour are still less than a dime per use.
ALL Powerups are Soulbound!
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Soulbound?
A lot of people still don't understand what it means. Soulbound means a certain item, in your inventory, cannot be traded or sold in the Marketplace they can only be sold in the Shops [E.g. Back Alley Bargains]. All rings found in zOMG! are soulbound to it's user and nobody else can use it, the rings in the Marketplace were found before December 8th, the day Soulbinding was added to zOMG! The rings that are soulbound are better salvaged than sold in shops for only 2 gold. You can purchase a ring on the Marketplace, and as long as you do NOT equip it, it will stay "un-soulbound". That means you can turn it around and sell it again if you want to do so. But the moment you put it on your avatar's finger, it's yours forever.
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.
Dervish - An AoE attack that hits all enemies around you (360°) also knocking them back giving you some time to recover.
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. Hits exactly 3 times.
Guns, Guns, Guns - Summons various firearms to attack the enemy. Deal's moderate damage and also has a nice knockback effect while having the same cooldown duration as the Mantis ring.
Hack - It may have a slow cooldown and a rather big stamina cost, however it is the most powerful ring and best for 1-on-1's.
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 a small amount. Also has a moderate attack power and long cooldown. Causes quite a lot of lag if used at full-rage.
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 damage similar to Fire Rain while having a small chance to inflict fear on each target.
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 mid-range.
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.
Mantis - Summons a katana to quickly strike your foe. This ring has a fast cooldown, low stamina cost and strong damage output.
Shark Attack - Summons a shark to swim towards your opponent and deal damage while moderately knocking your enemy back. This ring can be used from medium-range.
Shuriken - Throws a barrage of ninja stars to deal damage to your target. It has a low attack rate, but also debuffs your target's accuracy.
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 180°.
Solar Rays -This ring is ranged and has a moderate cooldown and stamina cost. Also has the second-longest range of any ring.
Healing Rings:
Bandage - Heals you or an ally slowly over time. More charges yield more HP restored. Bandage is equal to Diagnose, Bandage heals over time, yet Diagnose instantly heals you and ally around you.
Defibrillate - This is a life saver, literally. It provides your allies with a quick jolt of electricity to awaken them from dazed status. More charges unlock more rings upon revival, while higher levels restore more HP. If you use it with low rage, unlocking two rings, wait for the cooldown and use it on that same ally to unlock more rings.
Diagnose - Heals yourself and others around you for a minor ammount of hp. More charges increases the amount of HP restored, which can be very useful if everyone in the party is suffering damage. You don't even have to click on a ally!
Meat - Restores a large chunk of health and adds to your max HP. This ring has a long cooldown.
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.
Buff Rings:
Adrenaline - A ring which is used to increase your ally's dodge stat.
Coyote Spirit - Increases your speed slightly but has a long duration.
Divinity - Gives you and others around you to get a Stamina boost, which helps you hold out and attack for longer in battles.
Fitness/??? - A buff-type ring which adds a small boost to all of your stats. Specifically, it adds about 5 to your dodge and accuracy each CL (50 at CL10), about 20 weight per CL ( 200 at CL10) and increases your Health and Stamina Regeneration by minor amounts.
Fleet Feet - Allows you and others around you to run very fast for a short duration while also providing a small dodge boost. Use this ring to make speedy get-aways.
Ghost - Increases the amount of times you dodge an attack.
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.
Improbability Sphere - Deflects attacks from enemies on a regular basis.
Iron Will - Increases your Willpower, which decreases the chances you'll be affected by willpower-based status effects and increases the chance that you can use them on enemies.
Keen Aye - This ring can only be used on yourself, increasing you accuracy.
Knife Sharpen - Only works on Ally's but is useful if they keep missing enemies, this increase your teammate's accuracy.
My Density - Increases your Weight, 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. Also, you can keep your slim figure.
Pot Lid - This has a small chance of deflecting ranged attacks.
Rock Armor - This ring increases an ally's defensive power for a long duration.
Teflon Spray - This ring absorbs the damage dealt to you and can deflect an attack back to the enemy. It's extremely useful if you are under a large attack.
Turtle - The ultimate ring in terms of a short-duration-defensive buff. Summons a turtle shell to protect you. Uses quite a bit of stamina and has a long cooldown. This ring lowers the amount of damage you take by a lot, on a fair few occasions, you don't get hit at all inside the duration of the ring. However, sitting down may increase the damage to you take to a point that you'll begin taking damage again.
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.
Gumshoe - Slows down your target by sticking gum under their feet.
Scaredy Cat - Scare enemies away for a short period of time, giving you a chance to recover. This ring appears to be very underestimated and is an important ring that will save your life.
Taunt - If your teammate is under attack, use this ring to make yourself the target of the selected enemy. Basically, it keep you friends out of danger.
Quicksand - This ring lets you create a quagmire at any point on the screen, causing the enemies, in that area, to become "stuck" for a short period of time.
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PowerUps - What are they
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PowerUps are extremely helpful if you are under pressure, the game can be completed without the use of them, however, it is nice to know you have a special back-up.
To use one of them, open up your PowerUp tray. The little red arrow pointing up on the left side of your ring tray, you must click that and it will bring up the PowerUp tray.
Any PowerUps you have will be displayed there. PowerUps come with a certain number of charges. Some have only a few charges, but each charge has a long duration, while others have lots of charges, but don't last long when used.
Types of PowerUps currently:
Superchargers - These PowerUps replenish health and stamina. They don't cost any Stamina to use them, so they can be very useful in battle when you're starting to run low stamina, or if you're taking so much damage that you can't heal it all with your rings. They can really get you out of trouble. However, they do have a cooldown, once you use one of them you can use another in 15 seconds.
Ring Buffers - When you use this certain baby, then everyone of your currently equipped rings operate at 150% normal effectiveness for an entire hour! This can be enormously effective for you since that means all offensive and defensive powers, as well as stat changes, are all made that much more powerful while using them. This is even more useful than the Superchargers.
Double Orb - These PowerUps make you more efficient at gathering orbs from defeated opponents. Thus, you get twice as many charge orbs from a defeated a foe that drops orbs, which can then be put into your rings to advance their Charge Level.
The Cash pricing on PowerUps is designed to be extremely inexpensive. PowerUps lasting a few minutes usually cost less than two cents per charge, whereas PowerUps lasting an hour are still less than a dime per use.
ALL Powerups are Soulbound!
