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Ring Effects Edit

Ring Affected Stat Formulae
Ring of Accuracy Hero/ine's Accuracy Accuracy Bonus = 1.4totalAccuracyBonus or 1.4RingLevel
Ring of Detection Hero/ine's Awareness See: Table
Ring of Elements Debuff duration & resistance Duration Reduction = 1 + level/(level+4) (if level>0); Resistance Probability = 1 - 3/(level+3)
Ring of Evasion Hero/ine's Dodge Dodge Bonus = 1.2evasionLevel or 1.2RingLevel
Ring of Haggler Item purchase price  ??? (50% discount)
Ring of Haste Hero/ine's Speed Speed Bonus = 1.1hasteLevel or 1.1RingLevel
Ring of Herbalism Vegetation drop chance See: Table
Ring of Mending Hero/ine's regeneration Regeneration = 1 HP per 10/1.2level turns
Ring of Power Wands Ring Level is cumulative to Wand Level
Ring of Satiety Hero/ine's Hunger  ??? (Delays Hunger)
Ring of Shadows Hero/ine's Stealth See: Table
Ring of Thorns recoil damage Randomly reflects damage between 0%-100% to enemy

Individual Rings Edit

Below are effects per upgrade, per ring

Ring of Accuracy Edit

Level Accuracy
0 1.0
+1 1.4
+2 2.0
+3 2.7
+4 3.8
+5 5.4
+6 7.5
+7 10.5
+8 14.8
+9 20.7
+10 28.9
+11 40.5
+12 56.7
+13 79.4

Ring of Detection Edit

(Not accounting for damage amplified by multiple enemies/sheep; only single-target damage shown.)

Level Search Area
0 3x3 cells
+1 5x5 cells
+2 7x7 cells
+3 9x9 cells
+4 11x11 cells
+5 13x13 cells
+6 15x15 cells
+7 17x17 cells
+8 19x19 cells
+9 21x21 cells
+10 23x23 cells
+11 25x25 cells
+12 27x27 cells
+13 29x29 cells

Ring of Elements Edit

Level Turns Rdc Res  %
0 2 0 %
+1 2.1667 25 %
+2 2.25 40 %
+3 2.3 50 %
+4 2.3333 57.143 %
+5 2.3571 62.5 %
+6 2.375 66.667 %
+7 2.3889 70 %
+8 2.4 72.727 %
+9 2.4091 75 %
+10 2.4167 76.923 %
+11 2.4231 78.571 %
+12 2.4286 80 %
+13 2.4333 81.25 %

Ring of Evasion Edit

Level Dodge
0 1
+1 1.2
+2 1.44
+3 1.728
+4 2.0736
+5 2.4883
+6 2.986
+7 3.5832
+8 4.2998
+9 5.1598
+10 6.1917
+11 7.4301
+12 8.9161
+13 10.6993

Ring of Haggler Edit

Level Rdc Price
+1 50 %

Ring of Haste Edit

Level Speed Turns
0 1 1
+1 1.1 0.9091
+2 1.21 0.8264
+3 1.331 0.7513
+4 1.4641 0.683
+5 1.6105 0.6209
+6 1.7716 0.5645
+7 1.9487 0.5132
+8 2.1436 0.4665
+9 2.3579 0.4241
+10 2.5937 0.3855
+11 2.8531 0.3505
+12 3.1384 0.3186
+13 3.4522 0.29..?

Ring of Herbalism Edit

Level Dewdrop  % Seed  %
+0 to 4 level+210 level+230
+5 to 14 level-1level+1 level+230

Ring of Mending Edit

Regen rate To Be Confirmed

Level Regen Turns Regen Rate
0 10 0.1 HP
+1 8.33 0.14 HP
+2 6.94 0.20 HP
+3 5.79 0.27 HP
+4 4.82 0.38 HP
+5 4.02 0.54 HP
+6 3.34 0.75 HP
+7 2.79 1.05 HP
+8 2.32 1.48 HP
+9 1.93 2.07 HP
+10 1.61 2.89 HP
+11 1.34 4.05 HP
+12 1.12 5.67 HP
+13 0.93 7.94 HP

Ring of Power Edit

To Be Added

Level Recharge Rate
0  ?
+1  ?
+2  ?
+3  ?
+4  ?
+5  ?
+6  ?
+7  ?
+8  ?
+9  ?
+10  ?
+11  ?
+12  ?
+13  ?

Ring of Satiety Edit

To Be Confirmed

Level Rdc Hunger Rate  % Turns (Full→Starving)
0 100 % 300
+1 90 % 333
+2 80 % 375
+3 70 % 429
+4 60 % 500
+5 50 % 600
+6 40 % 750
+7 30 % 1,000
+8 20 % 1,500
+9 10 % 3,000
+10 0 %? Halts?
+11 0 %? Halts?
+12 0 %? Halts?
+13 0 %? Halts?

Ring of Shadows Edit

(Chance of being noticed at 4 tiles)

Level Stealth Sleeping Enemy Detection % Wandering Enemy Detection %
0 0 1/4 (25 %) 1/2 (50 %)
+1 1 1/5 (20 %) 1/3 (33.3 %)
+2 2 1/6 (16.7 %) 1/4 (25 %)
+3 3 1/7 (14.3 %) 1/5 (20 %)
+4 4 1/8 (12.5 %) 1/6 (16.7 %)
+5 5 1/9 (11.11 %) 1/7 (14.3 %)
+6 6 1/10 (10 %) 1/8 (12.5 %)
+7 7 1/11 (9.09 %) 1/9 (11.11 %)
+8 8 1/12 (8.33 %) 1/10 (10 %)
+9 9 1/13 (7.69 %) 1/11 (9.09 %)
+10 10 1/14 (7.14 %) 1/12 (8.33 %)
+11 11 1/15 (6.66 %) 1/13 (7.69 %)
+12 12 1/16 (6.25 %) 1/14 (7.14 %)
+13 13 1/17 (5.88 %) 1/15 (6.66 %)

Ring of Thorns Edit

Damage deflected = 0 to damageTaken
To Be Confirmed

Level  % to deflect dmg
+1 50 %

Ring Type Generation Probabilities Edit

Ring Probability
Ring of Mending 1/10 10 %
Ring of Detection 1/10 10 %
Ring of Shadows 1/10 10 %
Ring of Power 1/10 10 %
Ring of Herbalism 1/10 10 %
Ring of Accuracy 1/10 10 %
Ring of Evasion 1/10 10 %
Ring of Satiety 1/10 10 %
Ring of Haste 1/10 10 %
Ring of Elements 1/10 10 %
Ring of Haggler 0 0 %
Ring of Thorns 0 0 %

Ring Generation Probability Edit

It is a very complex thing to calculate, but to cut things short, it's about 15 %.

The chance of not getting a ring will be:

Pr(3 items)×Pr(ring')3 + Pr(4 items)×Pr(ring')4 + ... + Pr(7 items)×Pr(ring')7

(Pr(ring') = probability of not getting a ring in a random drop = 1- 2/179 = 177/179)

= 54/81*(177/179)^3 + 18/81*(177/179)^4 + 6/81*(177/179)^5 + 2/81*(177/179)^6 + 1/81*(177/179)^7

= 0.96

Therefore, the probability of getting a ring, at a depth, from a random drop, is about 4 %.

However, that is not quite right, since every time an item type is spawned, the probability of getting that item type again is halved (the chances are reset every depth); thus, the probability of a ring would be a bit more, but it will be ignored for now because the math becomes too complicated to easily comprehend.

Furthermore, that is only the chance of getting a ring from a random drop, there is also the chance of getting a Vault..

Vault Probability Edit

In a vault, the probability of no rings, is: 2/3×1/2 + 1/3×1/2×1/2 =0.42. Thus, 58 % chance of at least one ring in a vault.

The total chance of getting a ring would be:

Pr(ringFromRandomDrop) + (1-Pr(ringFromRandomDrop)) × Pr(vaultGettingGenerated) × Pr(ringInVault)

=0.04 + (1-0.04)×Pr(vaultGettingGenerated)×0.58

=0.04 + (0.56)×Pr(vaultGettingGenerated)

For now, the exact probability of getting a vault generated is unknown, but it's estimated to be 1/5. Thus, the probability is: =0.04 + 0.56×0.20 = 0.152 = 15 %. So, in a single game, you would expect to get about 19 × 0.152 ≈ 3 rings (+1, for Ambitious imp).

However, all of that uses some wild assumptions, so a better way to find that out, is to say that a player tends to get about 3 rings a game. Thus, the chance per depth is: ≈ 3/19 = 0.157 = 16 %.

Curse Status Edit

Main article: Curse

Start a Discussion Discussions about Game mechanics/Rings

  • Upgrade Effects

    25 messages
    • Do as you feel the best thing to do! =) I reckon that I’m too technical while a bug report should be more functional. However the inaccuracy...
    • Ahh, I see.  I'll adjust it accordingly. Thank you, Ethaniel!  =D

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