Ltlandpa's Ring Guide

Here's what I personally consider the most-to-least helpful Rings, of each Gem-price range in the Market, and why I think so; hopefully, it'll help give you an idea of which to spend your Gems on, next-- be sure to visit the Rings page, linked above, to see the clarified descriptions of how each ring works, if you're confused/unsure, after reading my assessments of them (Rings I consider most valuable, in each price bracket, are emboldened):

1. **Heirloom Ring (10 Gems): More Staff of Knowledge XP if you go idle, so it's a rare bonus/there's very few other sources of it (see the Bands of Perpetuation for the other examples of it).**
2. **Alchemic Band (Era 3, 100 Gems): Gain 100% (x2.00) More Runic Essence from Brews.**
3. **Band of Perpetuation I (Era 2, 250 Gems): just allows you more Staff of Knowledge XP if you go idle often, so that's a rare bonus/there's very few other sources.**
4. **Runic Loop II & III (Era 3 & 4, respectively; 250 Gems each): The first time you return from being offline each day, gain 5 Runes (respective to each Ring). I consider these slightly more useful than Runic Loop I. 10 free Runes every day that you return from being offline.**
5. **Totemic Ring (250 Gems): for Totem Appearance rate could be a decent DPS/Power gaining boost, and an inexpensive one at that. Handy for lategame, once you start to unlock and max out the levels of all Fighting Totems, if you also focus on a Totem-oriented build (some of which can be surprisingly-powerful).**
6. Not personally too hot on the Circle of Choice 1, 2, and 3 (Eras 1, 2, and 4, respectively; 250 Gems each), but, hey, they're cheap, and "worth 1/3rd of a 200 Gem Magic Die per Awakening", for Spell Perks. Never know what Spell Perk you're gonna get, and they may varyingly buff your progress.
7. **Band of the Past I and II (Era 1 and Era 4, respectively; 500 Gems each), 1 to 2 free extra Trait option(s) in Limbo/after each Awakening; consider that also 1/3rd of the value of a 200 Gem Magic Die, but for Traits, rather than Spell Perks... which can be stronger/more helpful, so that goes to the front of the 500 Gems-Ring list, for me.**
8. **Coil of Deep Sleep (500 Gems): for more Offline Gains (excluding Timeshards)-- if you end up going into offline mode enough to justify buying it, it means x1.10 more offline XP, Power, and Gold for you to come back to, so you can do larger enchantments, larger quantities of researches, and get Staff of Knowledge levels faster. Good bedmates with the Pajama Ring's Offline Gain buff.**
9. Runic Loop I (Era 2, 500 Gems): is... well, the only other 500 Gem ring in the Ring section, between the rings available in Era 1 and 2, and just allows +5 more Runes, the longer you're offline.. so... meh... it only slightly makes up for the fact that you weren't getting way more Runes in Lantern Mode/active play... Thusly, I consider its benefits, low value.
10. Lazarus Ring (Era 3, 500 Gems): When the Wizard takes fatal damage, there is a 30% chance to instead recover 30% of Max Health. Cooldown: 30 minutes.. Ehh... might be handy, for surviving in runs longer, to generate more power. Honorable mention. It can only proc once per run, though, on a 1 : 3 chance.
11. Ring of Thickheadedness (Era 4, 500 Gems): 5% (x1.05) More Damage if no Research is ongoing. At a cost of 500 Gems, I find this Ring situational, at best, considering its damage multiplier (which, might be handy if you're going AFK/not earning much more Gold, if you've put off Enchanting, to buy many more Research levels).
12. **Lantern Light Loop (750 Gems): makes you at least lose slightly less Gold and Souls while in Lantern Mode, so... that's good if you go idle, often. More specifically, it can preserve a whole extra run's worth of Gold and Souls in your Lantern of Recall, so you might go from losing out on 2/3rds of the Gold and Souls you'd normally earn when active, to losing only 1/2th, at the very most (if you die more than 10-18 times in a row, without collecting Lantern). Let alone that, Lantern Mode is like a slight improvement on offline gains, in that they both function essentially as if you're earning Gold and Souls at your highest Wave reached when you went idle, not allowing for much further progression until Lantern Mode is interrupted by activity.**
	* **As an aside, it's wisest to always collect the Lantern's contents, while still alive .**
13. Ring of Greed (Era 3, 750 Gems): When the Wizard collects a Trove, 5% (x1.05) More Damage for 1 second. That seems pretty decent, albeit the buff seeming small, only lasting one second per proc, but it'd probably work great with a Stage 2 (Era 2) or Stage 4 (Era 4) Memory Tree, that was planned out for you to purchase as many (high-value) Trove Appearance Rate nodes, as possible.
14. Ring of Reclaiming Light (Era 2, 750 Gems): is so infrequently useful, aside from when synergizing with particular Reclaim-related Traits (think Master Reclaimer, Overcharge); being that the Reclamation phase may last a bit beyond the Wave you performed an Enchantment on, it might help you push slightly farther than usual; negligible to say, whether it pushes you any farther than the benefits of the Enchantment, itself, could. At best, this Ring might save you bits of time.
15. **I'd rank Chrono Rings I, II, and III (Eras 1, 2, and 4, respectively; 1,000 Gems each) first-in-line for this price-range (it's a hard call, though, and I'd probably buy the Ring of Finding before Chrono Ring II, when I reach Era 2, if I had to do it all over again), as they [the three Mirrors of Remembrance the Chrono Rings reward, collectively) mean you can potentially buy 1, 2, or 3 more Traits from the Memory Tree, or at least a few more minor memory nodes, if you have a burning urge to; and, when you've just focused the Great Prism, and lost all your Mirrors of Remembrance earned via Awakenings, it means you can start getting your new Memory Tree setup rolling (or, potentially, buying your first Trait after your first Awakening of the Era), sooner.**
16. **Ring of Finding (Era 2, 1,000 Gems): giving you a +20% chance for an additional Rune, per Rune Trove collected. That's.. pretty freaking sweet; you can get Time Warp Runes, Treasure Hunter Runes, all the other Runes like Vertigo and For Gems and Glory, (and the other stat-buffing Runes), depending on what your "Rune pool" drops looks like at any given point of time, and it'll help in Era 3 and beyond, when you unlock the Runic Cauldron, and Runic Table (which is a helpful feature for collecting Gems, and Totems, amongst other things)... so.. this Ring is fairly worth it, in my book. Essentially, the sooner you own it, the more Runes you'll earn overall, so it's pretty handy.**
17. **Band of Perpetuation II (Era 3, 1,000 Gems): just allows you more Staff of Knowledge XP if you go idle often, so that's a rare bonus/there's very few other sources. Not as much as the Band of Perpetuation 1, and even less than the Heirloom Ring, but considering XP is a key component of Awakening, wherein Awakening Ranks help you unlock content, and you ideally want to spend the least time possible, typically, on reaching the next Awakening... not only that, but this Ring even helps you Kindle faster, at max Awakening Rank (potentially, because of the time it may save you, in performing Awakenings at max Awakening Rank, to earn 24 hours worth of Timeshards per subsequent Awakening performed)... this Ring is theoretically, pretty valuable.**
18. **Ring of Speed (1,000 Gems): falls right behind Ring of Finding/Band of Perpetuation II, to me, because, at face-value, it's just a flat x1.10 DPS increase (in the form of increased Cast Speed, albeit that it can serve as a utility, when more spells cast means more effects proccing on the Battlefield) [so, slightly more of a DPS increase than that, realistically]; which, sure, that stat buff in the long run, but those extra Traits possibly made affordable, thanks to the Chrono Rings, could be worth a larger DPS multiplier, or provide other utilities-- and Runes collected [via Ring of Finding] are also negligibly as important; again, putting the Ring of Finding just above the Ring of Speed, to me.**
19. Fundamental Ring (Era 4, 1,000 Gems): 1% (x1.01) More Damage, Cast Speed, Health, and Dodge Chance. At a cost of 1,000 Gems (a bit much, for my tastes), the only thing I find attractive about it, aside from the Cast Speed multiplier, is the Dodge Chance modifier (and the Damage multiplier, to a smaller degree). Not at all a bad Ring on the whole, but simply pricey.
20. Ring of Preparation (1,000 Gems): Possibly, technically, better than the Ring of Rerolling, for that it gives you a free, albeit random (could be worthless, could give you a kickstart on your run) Spell Perk, each exit of Limbo/Awakening. You can abuse the Feather Duster until you get a Spell Perk you want, from it.
21. Ring of Rerolling (1,000 Gems): gives you a free Spell Perk reroll, each Awakening/exit from Limbo, which I consider maybe slightly better than Ring of Preparation (though, I'm a bit iffy on that assessment), 'cus then you can at least have 3x - 4x choices of Spell Perks from a free reroll, rather than 1 pre-determined random Spell Perk from the Ring of Preparation, only because you can also abuse the Feather Duster until your free reroll nets you a Spell Perk option that you actually want.
22. And lastly, Ring of Remaking (Era 3, 1,000 Gems): Basically, an extra copy of the Ring of Rerolling, as seen just above.

As for the Skin-based Rings (all costing 500 Gems, each), I'd rank those like:

1. **Celestial Ring, for a direct 5% (x1.05) multiplier to Souls or Gold from Troves, wherein their respective Troves are each worth about 25 enemy kills (or 5 enemy drops), each, based upon the Waves either type of Trove are collected on/enemies appear at-- the more of these resources, the better, for Research levels (and thus, stat multipliers/Awakening speed) and Enchant level increases/Damage growth.**
2. **Cyborg Ring (unlocks in Era 2) for 1% (x1.01) Enchanting Discount; this means you can get an ever-so-slightly higher Enchanting Level with less Power, so it's a pretty decent option.**
3. **Pajama Ring, for the same reason as Coil of Deep Sleep-- more XP, Power, and Gold if you go offline, often.**
4. Mistro Ring, for the extra Boss damage, which could just help you potentially push a few waves farther, which is helpful to earning more XP, amongst other things (unless you're doing less direct boss killing at high Waves, as opposed to killing all the minions before killing the boss, which removes the boss shields, and thus is a more common way of getting bosses killed) Still, perhaps every extra little point of Damage dealt, counts (it is a separate Damage multiplier, after all, which isn't a bad thing).
5. **Bee Ring (unlocks in Era 2) for 1% (x1.01) Movement Speed; this stat can be helpful, just as well as a multiplier to it, so it's probably somewhat worth to purchase; that being, primarily for survival, and Totem/Trove collection..**
6. Muscle Ring (unlocks in Era 2), for 1% (x1.01) More Health; maybe helpful, but not necessarily crucial.
7. **Death's Ring (unlocks in Era 2), for dealing x1.05 more damage with Elemental Status Effects (that might be potentially powerful, albeit situational).**
8. **Uncle's Ring (unlocks with the Elemental Master Class, at Awakening Rank 5), for x1.05 more damage to enemies without Elemental Status Effects (while Death's Ring just buffs Status Effect damage explicitly, and while status effect damage may typically be the most potent, this ring buffs overarching damage, so long as you *don't* apply Elemental Status Effects.. so.. it's a counterpart of Death's Ring, if you will... and equally valuable, if not more valuable. Hard to say. Probably synergizes well with builds wherein you opt to utilize the Elemental Neutrality Trait).**
9. Farmer Ring (unlocks in Era 2), for the x1.05 passive reclamation rate; not really that valuable, in my opinion, as it's the *passive* rate, but maybe I underestimate it's power. Just saves you a little bit of time, at best, I wager, during the reclamation process; maybe it'd be more valuable, when you're super-late game, and at high Enchant levels, wherein Reclaims take awfully long. Just like with the Ring of Reclaiming Light, it might, at least, best-synergize with Reclaiming-related Traits (Master Reclaimer/Overcharge).
10. Solarflare Ring, for the x1.05 Research Rate... I mean, researches are gonna finish, one way, or another, so I consider this Ring the least valuable, at least from my perspective, thus far; it might make Funding slightly cheaper, for what it's worth.