The Skill-Ring system was one of the things shown during the 38th broadcast and then mildly teased a bit further in the 39th broadcast recently. It seems to be a way to further tweak our characters by augmenting actions and granting access to class skills.
Here I’ll be trying to gather whatever known information there is out there from various sources, including Bumped, Gheaven, analysis of the early March update trailer and wherever else I find information. There’s also going to be some speculation strewn about for good measure. Added some additional notes from this post on PSO-World concerning a newer Gheaven post here.
Thanks to Mewn and EspioKaos for help with clarifying some details. Thanks also to Agrajag for assistance with obtaining data.
Please let me know if anythings inaccurate or if I’m speculating on stuff that’s been established elsewhere.
Just gonna go over some of the basic stuff here in a kind of sketchy detail.
- You exchange materials obtained from the gathering system as well as other items and Meseta for rings.
- You have two ring slots; a left ring and a right ring. You can only have one of either ring equipped at a time.
- Left Rings seem to exclusively be action augments of some kind. Things that will alter the way you do things, such as attacking, guarding and even altering class skills
- Right Rings seem to exclusively be about granting access to off-class skills without requiring you to sub-class for it..For example, it can let you use PP Convert even if you aren’t a Techer main or sub.
- Rings can be upgraded through fusing materials with them in the Item Lab.
- Left Rings have stats attached. These stats can be upgraded through the Item Lab.
- Rings have EXP bars. You earn EXP for your equipped rings by killing monsters. It’s uncertain if Client Orders will also contribute. I don’t know what benefits there are to levelling rings this way.
They didn’t show many exchanges during the trailer and unfortunately the kanji is kind of blurry so I can’t make out the exact names of some things. Here’s a rough list anyway:
- L / JG Sonic Arrow – Naberu Rock x 3, Amethyst x 1, 30000 Meseta
- L / JG Heavenly Fall – Vopal Rock x 3, Sapphire x 1, 30000 Meseta
- L / JG Rising Flag – Ice Rock x 3, Opal x 1, 30000 Meseta
- L / DS Whirlwind – Ice Rock x 3, Opal x 1, 30000 Meseta
- L / TD Air Chase – Naberu Rock x 3, Emerald x 6, Lambda Grinder x 15, 30000 Meseta
It’s hard to say how expensive these are given we have no idea at present how long it will take to get each material. That said, it seems one of these items is a bit more expensive than the others, for reasons I can’t really pin down. Like the difference in material cost seems almost arbitrary.
I’m uncertain on “Ice Rock” by the way. The only reason I’ve listed it as Ice is its the name that ends up easiest to read for me. It isn’t the usual rendering of “ice” as in romaji the above material is written as “a-su” whereas ice is “aisu”. Another potential name is “Ace” but that’s rendered as “e-su”. Pronouncing “a-su” is closer to “arse” than any of the above and as amused as I am by the notion of an “Arse Rock” that’s probably not it either! So yeah, I’m not a translator so suggestions welcome there.
This is a gathering of all the Rings I’ve seen posted around. This may not be a complete list of all the revealed rings and there’s also a chance that some people were bullshitting, so take it with a bit of salt.
Descriptions written in pink are a speculation.
- L / Double Saber Whirlwind – Automatically activated whirlwind after certain attacks with a Double Saber. This does not consume gear but it’s still bound by whirlwind limit.
- L / JG Heavenly Fall* – Activate Heavenly Fall on a successful JG with a Wired Lance
- L / JG Sonic Arrow* – Activate Sonic Arrow on a successful JG with a Sword
- L / JG Rising Flag* – Activate Rising Flag on a successful JG with a Partizan
- L / Hunter Gear Save – Slows down gear loss for Swords and reduces gear consumed by Hunter weapons. Requires Hunter Gear Boost to be satisfied.
- L / Knuckle Chase – Automatically moves you towards the target with Knuckle normal attacks while you’re on the ground.
- L / TD Air Chase – Automatically chase enemies with Twin Dagger while mid-air. Works with normal attacks and some PAs.
- L / Katana Gear Guard R – Holding guard for 3 seconds will activate Katana Gear even if nothing was blocked. Requires the gauge to be full. Alters the way Gear is consumed if activated this way.
- L / Short Combat – Attacks during Katana Combat no longer track.
- L / DB Snatch – Adds a snatch-step effect to Dual Blade’s shift action.
- L / Tech C Parrying – Just-Guards attacks while charging techs with a tech weapon. Presumably works like Hunter’s Charge Parrying.
- L / Recast Reverser Field – Reduces the cooldown of Reverser Field.
- L / High Time Keep – May preserve High Time if you take damage. Only works while Showtime is active.
- L / Front S-Roll –You can perform a forward S-Roll with TMGs
* Attacks launched this way will count as a Just-Counter and will have all bonuses of a Just-Attack. It isn’t know if they will consume PP.
Right Rings have so far exclusively been class skills. These will allow you to use the skill attached to them on other classes, though there are apparently restrictions still. You cannot use a Skill Ring on the class from which the skill was taken (for example, a Hunter cannot use the Massive Hunter ring). There is no mention if this applies to sub-class Hunter. The skills match their class skills, so there’s no need for a description of them.
- R / Killing Bonus – Cannot be equipped by Ranger.
- R / Massive Hunter – Cannot be equipped by Hunter.
- R / PP Convert – Cannot be equipped by Techer.
- R / Attack Advance – Cannot be equipped by Braver
- R / Boost Slayer (Gathering Order reward) – Deal bonus damage to and take less damage from boosted enemies.
- R / Critical Strike Melee
- R / Critical Strike Ranged
- R / Critical Strike Tech
- The above three rings cannot be equipped by Fighter.
- R / Perfect Keeper Melee
- R / Perfect Keeper Ranged
- R / Perfect Keeper Tech
- The HP threshold is unspecified. These cannot be equipped by Gunner.
- R / Photon Flare – Cannot be equipped by Force
- R / Element PP Restore Field – Cannot be equipped by Bouncer
Boost slayer is an interesting one, for reasons I’ll go into later in the post.
I haven’t seen anything to confirm which ring slot these go into, though you can likely speculate given the established rings so far.
Left rings seem to be the only ones to have stats on them. They also seem to be limited to boosting three stats in particular. Going down the list once more:
- L / JG Sonic Arrow – S-Atk, R-Atk and Dex
- L / JG Heavenly Fall – S-Atk, R-Atk and Dex
- L / JG Rising Flag – S-Atk, R-Atk and Dex
- L / DS Whirlwind – S-Atk, T-Atk and Dex
- L / TD Air Chase – S-Atk, T-Atk and Dex
The sample size is small, but so far it seems to be focused on attack power and the pattern is consistently 2 attack stats and Dexterity.
Yeah, you gotta take your rings to Dudu and you’ll also note that the success rating is in blue so there’s a chance to fail as well. This particular ring (L / DS Whirlwind) requires 3x Ice Rock and 5x Grinder as well as 30,000 Meseta. Not cheap for a grind but not that expensive. Again, it’s difficult to pass judgement as we don’t know how long it will take to get the rocks required.
Note that when you grind a ring, at least a left ring anyway, you can select which stat you wish to level in the first drop-down menu on the left. After you’ve done so, you’re presented with the above window, showing you the change you’re about to apply.
In the case of DS Whirlwind, you can choose between S-atk, R-atk and Dexterity.
Note that the upgrade also raises the level of the ring’s ability by 1 as well.
It isn’t known what the cap is on ring upgrading, but pictures so far have shown Lv20 rings so that might well be it. Notably the text next to the level is orange when they’re lv20 as well. As you can only choose one stat per upgrade I’d imagine it’d be smart to just focus on one stat for any ring as you probably won’t have enough room to make it a good hybrid. I mean Mags go up to lv200 and you still can’t make an adequate hybrid so…
It’s speculated that rings gain EXP through killing monsters, but there’s no indication as far as I know as to what Ring EXP actually does. Grinding and levelling ring abilities and stats seems to be separate from Ring EXP, so I’m at a bit of a loss here.
No, there’s no data in the client telling us what the rings all are. However, some old data may well be relevant again for this system and I’ll explain why in this section.
Remember R / Boost Slaying from earlier? Well it and L / Tech C Parrying seem to be revivals of unreleased class skills that have been in the client for some time. Specifially, Fighter’s “Boost Slayer” skill and Force’s “Rod Charge Guard”, although in the latter case it seems the Rod requirement may have been dropped.
As such, I think it’s reasonable to assume that other unreleased skills may well see themselves being turned into Rings. I mean they’ve done this before with weapon potentials too, with Fighter’s “GiantKilling” skill being turned into the potential for Ideal-series weapons. So in this section I’m going to list a number of unreleased skills for speculation.
Where possible, I’ve made notes next to skills I feel are unlikely to be added, skills that are similar to skills possessed by other classes and skills that were turned into potentials already. I’ve also omitted any skills that were just upgrades of currently existing skills, such as Guard Stance Advance 2 and Zero Range Advance 3, as I feel they’re almost certainly not getting revived. This list is mostly just to stimulate speculation on potential future rings. Note that these are internal names, not the names you end up seeing in-game.
Bouncer has no unreleased skills at all. Ho hum.
- Victim – Likely abandoned.
- VictimBomb – Likely abandoned.
Braver only has two skills which seem to belong to an abandoned idea for a mechanic. Who knows what this could have ended up being, but given the skills are dependent on each other it seems unlikely to return in ring form.
- AirStrike – Not to be confused with the Bouncer skill of a similar name. This is an unreleased Fighter skill, but odds are it’s now abandoned.
- BoostKilling – This has actually been revealed in the teased content so far.
- BreakMaster – Not to be confused with the Bouncer skill of a similar name. This is an unreleased Fighter skill, but odds are it’s now abandoned.
- ElderSlayer – Likely abandoned.
- GiantKilling – Turned into the weapon potential for the Ideal series weapons.
- None_Guard – Likely abandoned.
- NotoriousnessKilling – Likely abandoned.
- PotentialBlowFighter – Likely abandoned.
- RareBoostFighterDoubleSaber – Unlikely.
- RareBoostFighterGunSlash – Unlikely.
- RareBoostFighterKnuckle – Unlikely.
- RareBoostFighterTwinDagger – Unlikely.
- RareEnemyKlling – Likely abandoned.
- ThirdAct – Likely abandoned.
Fighter has a number of skills, one of which is confirmed as a Skill Ring. The rest were either re-worked for other classes or turned into potentials. “ThirdAct” is likely an abandoned mechanic for the class and it doesn’t even have any data to suggest what it might have been.
- PotentialForceForce – Likely abandoned.
- PPRegenerate – Not to be confused with the Techer skill of a similar name. This is an unreleased Force skill, but odds are it’s now abandoned.
- RapidBlast – Not to be confused with the Bouncer skill of a similar name. This is an unreleased Force skill, but odds are it’s now abandoned.
- RareBoostForceGunSlash – Unlikely.
- RareBoostForceRod – Unlikely.
- RareBoostForceTalis – Unlikely.
- RodChargeGuard – This has actually been revealed in the teased content so far.
Force has a large number of unreleased skills that could be turned into rings. As they’re tech element specific, it could mean Force may have yet another tremendous gear treadmill to look forward to. Hopefully not, but it would be kind of business as usual for Forces.
- PotentialShootGunner – Likely abandoned.
- RareBoostGunnerGunSlash – Unlikely.
- RareBoostGunnerTwinMachineGun – Unlikely.
While Gunner has fewer unreleased skills, I feel a number of these could potentially be revived as rings, especially if some of these kills augment showtime in various ways.
- PotentialBlowHunter – Likely abandoned.
- RareBoostHunterGunSlash – Unlikely.
- RareBoostHunterPartisan – Unlikely.
- RareBoostHunterSword – Unlikely.
- RareBoostHunterWiredLance – Unlikely.
Hunter competes with Force for number of unreleased skills and number of potential rings. Some of these are legacy skills from the 2nd Alpha, but could easily come back.
- BulletKeepGs – THIS THING.
- PotentialShootRanger – Likely abandoned.
- RareBoostRangerGunSlash – Unlikely.
- RareBoostRangerLauncher – Unlikely.
- RareBoostRangerRifle – Unlikely.
- ZeroRangeBonus1 – Not to be confused with the Gunner skill of a similar name. This is an unreleased Ranger skill, but odds are it’s now abandoned.
Another class with a large selection of potential skill rings. Though a number would augment bullet skills that no one in their right mind should be using anyway!
- SummonerJAPPSave – Nope.
As Summoner can’t Just-Attack, you can guess that most of these aren’t ever arriving as class skills. That said, I could see potential rings that boost all power when landing a Just Attack. TamingMaster is a bit more difficult to call..
- Grants a iron will effect to those affected by the user’s Deband.
- PotentialBlowTecher – Likely abandoned.
- PotentialForceTecher – Likely abandoned.
- PPConvertForce – Likely abandoned.
- PPConvertStrike – Likely abandoned.
- RareBoostTecherGunSlash – Unlikely.
- RareBoostTecherTalis – Unlikely.
- RareBoostTecherWand– Unlikely.
Like Force, Techer has some potential in its unreleased skills That said, Territory Burst is no longer an active skill like it used to be, so I’m not sure the augments for it are really applicable any more.
That’s all for the data. Remember, odds are a lot of the skills I didn’t tag as “likely abandoned” probably are abandoned and may not return as skill rings. Also note that Summoner and Bouncer lack the RareBoostClassWeapon skills as well as Potential skills, suggesting that those are abandoned ideas unlikely to return. If it’ll help, I may go over this list in the future and make an attempt to describe what some of these skills do based on their stats. There are no official descriptions for almost all of these and the stats listed under the skill may not be adequate enough to guess what the skill does.
I gotta say, this is about the only system in PSO2 as of late that I’ve had any genuine interest over. Some of the skill rings revealed such as Knuckle Chase could significantly alter how you use the weapons and thus have a measurable impact on the gameplay. Anything like that is welcome to me, as long as it’s well thought out of course!
I’m not so sure about the stat augments on the left rings and having to level them up in a Mag-like fashion. That said, the stat bonuses seem to be pretty low so I doubt they’re really worth worrying about.
As always with any new system involving items comes the question of how much of a grind is it going to be. Let’s just save comment on that until the system it out in a couple of weeks, eh?
I still maintain some cynicism about the release schedule of the content however, as the gathering system will only apply to four areas of the game out of the fifteen or so that are available for them to put things in. While the data-mining may suggest that there’s a good amount of material to expand into, this could still end up like Photon Art Customization did and that would be a real shame for something with such interesting potential.
Of course I also suspect that it’ll soon be established which Skill Ring may be the one ring to rule them all, the one ring to find them, the one ring to bring them all and in the meta bind them. It could well be that it may be beneficial to swap out rings mid-run however for various reasons, which if so I hope we get some kind of command to do it via a hotkey or macro.