Ring Catalog
40 rings total. 30 standard, 5 thumb modifiers, 5 quest items.
Elemental Primaries (10)
Things, not mixtures. Fire is fire. Mud is what happens when fire's neighbor is water.
Lobs a fireball; ignites for 2s DoT (3 dmg/s).
Forward wave, knocks back; soaks target (+25% to follow-up lightning).
Hurls a stone, briefly stuns; can stack to form barricade.
Cone gust; pushes enemies; passive +10% move speed.
Chains to 2 nearby enemies, brief stun.
Slows target 50% for 3s; 5% freeze chance.
Beam piercing line; reveals invisible.
Drains 5 HP from target โ player; brief fear.
Roots 1.5s; passive +1 HP/s regen.
Shrapnel cone; armor-pierce (ignores 50%).
Esoteric / Magical (5)
Magic with a capital M โ bends reality, ignores normal rules.
Ghost-bolt: passes walls, hits ethereal.
Pure-magic homing projectile.
Pull-AoE pulse every 4s.
Slow-time bubble around player every 8s.
Shockwave; passive +10% range to all rings.
Mechanical / Form (8)
Delivery systems. They don't deal damage on their own โ they shape other rings.
+1 missile to every ring's emission.
Orbital blade circles player.
-20% incoming damage; 10% block chance.
Returns 25% of taken damage to attacker.
Projectiles pass through +1 enemy.
Projectiles bounce to +1 nearest enemy.
Projectiles explode on final impact (small AoE).
+2 pickup radius; pulls gems & gold.
Stat / Modifier (7)
Buffs and modifiers. Pure stat sticks.
+15% trigger rate, +5% move.
+20% damage to all rings.
Cooldowns +50% but next cast +150% dmg.
Restores 10% HP every 30s; 5% full-rewind on death.
+5% crit; +15% drop rate.
Each cast picks a random effect from owned pool.
+5% lifesteal on all hits.
Thumb Modifiers (5)
Only fit on thumbs. Radically reshape one or both hands.
Every 30s, duplicates the opposite hand's rings for 5s.
Buffs become debuffs; useful vs ring-stealing enemies.
+25% to every ring on this hand (passive).
+200% pickup radius; reveals secret tiles.
Both thumbs: thumb mods apply to BOTH hands.
Quest Item Rings (5)
Story-locked. One per major dimension.
Compass to the next portal; required for finale.
Grants 1 extra life per run (revive in place).
Reveals invisible enemies, traps, hidden doors.
Negotiate with monsters & NPCs (skip some fights).
Opens locked doors, gold chests, sealed portals.