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== External References ==
These excellent external references may have better and more complete information that has not yet been replicated to this wiki:
*https://docs.google.com/spreadsheets/d/1sxAH3pZOZVdIk92PEJKpEty8FF6ZzlAJag3tsE5GAYM/edit?usp=sharing
*https://docs.google.com/spreadsheets/d/1mGBY1txjWch9mckciV7WqbcO6a5VF1P3exPNOsaK580/edit?usp=sharing


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Revision as of 10:29, 18 January 2021


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Swords (Japanese: 武器) are equipable items that appears in Shiren the Wanderer 5. There are three hundred and twenty-eight of them in total.

Summary

These items are listed under "Swords" in the Item Book, but the game also calls them weapons in many places, and indeed many items in this category are not actually swords. The two terms are fully interchangeable on this wiki.

Swords and shields are very similar in terms of gameplay mechanics, so this section covers both categories.

The types of swords and shields (e.g. Ordinary Stick) are always identified, but you can't always tell how many upgrade points it has, or whether it is blessed or cursed. Equipping a sword or shield fully identifies it.

Swords and shields have an inherent power value, which is fixed and depends on the type of sword or shield. Roughly speaking, swords and shields of a more powerful type cost more, and require more experience to level up.

Swords and shields have an upgrade value, which ranges from -99 to +99. Swords and shields found on dungeon floors have an upgrade value of -1 to +3, and when it is -1, the item is cursed as well. Each weapon or shield also has an upgrade limit, which goes up as it levels up. The upgrade limit of a sword or shield usually reaches +99 as the item reaches level 8, but there are exceptions.

The total power of a sword or shield is the sum of its inherent power, its upgrade value, and power bonuses from runes. The damage formula in Shiren 5 is not known, but it appears to be a function of your level, strength, total sword or shield power, and the monster's stats.

Some swords and shields have inherent magic effects. For example, the Gold Shield cannot rust, and the Rusty Pickaxe can dig holes in walls at the risk of breaking. Swords and shields can also have magical enchantments on them called runes. Every inherent magic effect on a sword or shield, except Blazing Shield, can be turned into a rune via synthesis or mixing, but some runes do not appear as an innate effect on any sword or shield. Some items have inherent magic effects that improve as the items level up. Runes, on the other hand, have fixed power, equivalent to the corresponding sword or shield's innate effect at level 1. In effect, this means you can only have one magic effect at level 8 on each piece of equipment: the innate magic effect of your base sword or shield. All other effects are in rune form, and hence stuck at level 1.

Each sword or shield has a rune limit. If you try to add any more runes onto a sword or shield that is at its rune limit, the extra runes will be lost.

Swords and shields can gain experience points and level up, to a maximum of level 8. Typically, you will only find level 1 swords and shields in dungeons, but you can receive higher level items as rewards, and new items can also be based on higher level base items. As a sword or shield levels up, its inherent power, inherent magic effect (if any), upgrade limit, and rune limit usually increases, and it may also manifest new runes. The levels at which a sword or shield manifests new runes are fixed, and depend on the sword or shield type. A sword or shield family consists of the level 1 through 8 forms of a sword or shield.

Swords and shields can be blessed, cursed, or sealed. Cursed swords and shields cannot be voluntarily unequipped. Sealed swords and shields have their upgrade points and runes nullified until the seal is removed. (This can be a big reduction in effectiveness for highly enhanced swords and shields.) The effect of blessing on swords and shields has not been well researched. A blessing does help protect the item against being cursed or sealed by monsters or traps, however it is generally not worth it to bless a sword or shield as the blessings wear off very quickly with normal use.

A pair of equipment items can resonate to produce a magic effect. Most resonance pairs are between a sword and a shield, while a few are between a sword or shield and a bracelet.

Swords and shields can be tagged. If you lose a tagged item, you can get it back from the sentry at Hermit's Hermitage. Tagging a sword or shield is one way to extract rare items or runes from a difficult dungeon. You can have at most 8 swords or shields tagged per save file.

List of Swords

For a list of all individual swords, see List of Swords. See also Shields and List of Shields.

Here are all sword families in Item Book order. Runes are equivalent to Lv.1 innate effects.

Family Attack Rune Slots Exp. to Lv. 8 Rune Innate Effect Added Runes Resonance Finding Tips
Lv. 1 Lv. 8 Lv. 1 Lv. 8 Lv. 1 Lv. 8
Ordinary Stick 2 15 5 25,250 Lv. 8:
Redeeming
Plain Targe Family:
Equip 2 bracelets
Common in many places.
Tin Blade 4 18 4 31,570 Lv. 8:
Rustproof
Tin Shield Family:
Equip 2 bracelets
Common in many places.
Katana 6 22 4 49,300 Lv. 8:
Rustproof
Iron Targe Family:
Equip 2 bracelets
Common in many places.
Beast Fang 8 20 3 37,900 Lv. 5:
Rustproof
Beast Shield Family:
Equip 2 bracelets
Common in many places.
Dotanuki 10 26 5 44,250 Lv. 8:
Enhancing
Wolfshead Family:
Equip 2 bracelets
Common in many places.
Bladite 12 25 4 50,600 Lv. 4:
Uplifting
Targite Family:
Equip 2 bracelets
Common in many places.
Lv. 8:
Rustproof
Red Blade 14 27 3 56,950 Lv. 3:
Uplifting
Red Shield Family:
Equip 2 bracelets
Common in many places.
Lv. 8:
Flame Shot
Kabura Katana 16 30 2 95,000 Lv. 8:
Quick Hitting
Fuuma Shield Family:
Damage +5
Fuuma Sword 25 35 175,000 Lv. 7:
Flame Shot
Fuuma Shield Family:
Damage +5
Helix Shield Family:
Damage +10
  • Max out bank at Hotel Nekomaneki
  • Ask Hermit's Hermitage blacksmith to upgrade a Katana+99.
Dull Gold Edge 2 14 6 18,950 Rustproof Does not rust No change Lv. 8:
Paralyzing
Gold Shield Family:
Max Strength +3
Common in many places.
Bright Blade 3 17 6 25,300 Redeeming After missing twice, next attack will hit for critical damage No change (despite description) Lv. 5:
Lively
Day Shield Family:
Can read scrolls at night
Common in many places.
Lv. 8:
Confusing
Rusty Pickaxe 3 14 9 19,000 Wall Dig Can dig walls but has ??% chance to break ??% chance to break (description states that chance decreases) Lv. 5:
Blinding
Common in many places.
Old Mallet 5 16 8 31,700 Trap Busting Can destroy traps and items but has ??% chance to break ??% chance to break (it is assumed that chance may decrease) Lv. 5:
Confusing
Sky Splitter 2 12 5 63,500 Anti-Floating 135% damage to floating monsters 310% damage Lv. 8:
Rustproof
Common in many places.
Water Cutter 4 15 7 38,100 Anti-Aquatic 135% damage to aquatic monsters 310% damage Lv. 8:
Rustproof
Common in many places.
Scythe 4 13 6 31,750 Anti-Plant 135% damage to plant monsters 310% damage Lv. 8:
Rustproof
Common in many places.
Myopic Masher 5 16 6 31,750 Anti-Cyclops 135% damage to cyclopean monsters 310% damage Lv. 8:
Rustproof
Spry Shield Family:
Attack and Defense +3
Common in many places.
Magic Masher 5 15 4 38,100 Anti-Magic 135% damage to magic monsters 310% damage Lv. 8:
Rustproof
Common in many places.
Drain Dagger 6 13 7 38,100 Anti-Drain 135% damage to draining monsters 310% damage Lv. 8:
Rustproof
Common in many places.
Copper Cleaver 7 15 6 63,500 Anti-Metal 135% damage to metal monsters 310% damage Lv. 8:
Rustproof
Common in many places.
Crescent Katana 7 14 6 50,800 Anti-Explode 135% damage to exploding monsters 310% damage Lv. 8:
Rustproof
Blast Shield Family:
Attack and Defense +3
Common in many places.
Lizard Lasher 10 17 4 63,500 Anti-Dragon 135% damage to draconic monsters 310% damage Lv. 8:
Rustproof
Snake Shield Family:
Attack and Defense +3
Common in many places.
Nap Rattle 2 16 4 11 50,700 Sedating 12% chance to inflict Asleep 26% chance Lv. 8:
Rustproof
Alert Bracelet:
Sleep chance increased by 2%
Common in many places.
Shockuto 3 15 5 12 50,700 Paralyzing 12% chance to inflict Paralyzed 26% chance Lv. 8:
Rustproof
Common in many places.
Blurry Stick 4 15 5 51,500 Blinding 12% chance to inflict Blind 28% chance Lv. 8:
Rustproof
Common in many places.
Sealing Keisaku 5 15 5 38,000 Sealing 12% chance to inflict Sealed 28% chance Lv. 8:
Rustproof
Common in many places.
Baffle Axe 6 16 7 38,000 Confusing 12% chance to inflict Confused 28% chance Lv. 8:
Rustproof
Anti-Cnf. Bracelet:
Confusion chance increased by 2%
Common in many places.
Hatchet 5 12 4 11 38,000 Critical 22% chance to make a critical hit 38% chance Lv. 5:
Lively
Lv. 8:
Paralyzing
Shoddy Dirk 30 37 10 103,000 Expendable Every hit decreases weapon power No change Lv. 8:
Critical, Quick Hitting
Shoddy Plank Family:
Sword and shield can't rust (still weaken from innates)
Glass Dirk 35 42 4 11 103,000 Unsound 50% chance to break 36% chance Lv. 8:
Stupefying
Glass Buckler Family:
Immune to magic
Dirk of Debts 7 17 4 38,100 Costly Every hit costs 30 Gitan and does 130% damage. Without Gitan, power drops to 0 Every hit costs 250 Gitan and does 200% damage N/A Pauper's Plank Family:
~20% chance to make monsters drop 200-399 Gitan (replacing their normal drop)
Extreme Sword 20 30 5 63,000 Focusing Always crits, but has only 50% accuracy 71% accuracy N/A Rush Shield Family:
Equip 2 bracelets
Violent Blade 12 20 6 50,700 Obsessive Can't move when adjacent to a monster No change Lv. 6:
Anti-Cyclops
Mojo Bracelet:
Chance to slow enemies
Lv. 8:
Blinding
Breeze Blade 2 13 6 50,800 Tri-direction Attacks in 3 directions No change Lv. 8:
Energizing
Midnight Shield Family:
Sword and shield can't rust
Burning Blade 9 16 4 63,000 Flame Shot When HP is full, shoots red flame for 8 damage Flame does 25 damage Lv. 5:
Uplifting
Swap Shield Family:
Increases flame damage by 1 level
Flame does 30 damage if sword is level 8 or has a Blue Flame rune
Lv. 8:
Anti-Explode
Wonder Pick 7 18 5 127,000 Max Wall Dig Can dig walls without breaking No change Lv. 5:
Blinding
Nirvana Board Family:
Max HP +30
Sturdy Hammer 7 17 5 127,000 Trap Killing Destroys traps and items without breaking No change Lv. 5:
Confusing
True Knife 1 8 10 127,000 Accurate Attack always hits No change Lv. 8:
Critical
Anti-Parry Brce.:
Thrown items always hit
Pathetic Blade 2 38 1 127,000 N/A Pathetic Shield Family:
  • If both are Lv. 8:
    Sometimes push back adjacent monsters 1 space
  • Otherwise: Equip 2 bracelets
Fox Kodachi 9 30 0 5 306,070 Lv. 2:
Energizing
Unlock Koharu
Lv. 3:
Clutch
Lv. 5:
Enlightening
Lv. 7:
Anointing
Lv. 8:
Healing
Kaburagi 25 40 305,535 Lv. 8:
Critical, Quick Hitting
Helix Shield Family:
Damage +10


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