Draft:Shiren 5 2020:Staff: Difference between revisions
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|Hit a creature to increase its level of speed by one (Slow -> normal or normal -> Swift; nothing can go faster than Swift in this game). | |Hit a creature to increase its level of speed by one (Slow -> normal or normal -> Swift; nothing can go faster than Swift in this game). There is no known good reason to do this to any creature, but combined with a Reflective Pot, you can use it to speed yourself up. It's also a useful rune ingredient. See [[Shiren 5/Gameplay Elements/Runes|Runes]] for details. | ||
|Can be found in optional / post-endgame dungeons. Merchant's Hideout might be an easy choice. | |Can be found in optional / post-endgame dungeons. Merchant's Hideout might be an easy choice. | ||
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| | |Hit a creature to increase its level by one. For night monsters, this just increases the numeric suffix / power level. For day creatures, this causes them to change to the next higher form or increases the number/power as with night monsters if already at max form. Either way, the monster is fully healed and has all status ailments removed, but at least it loses its turn. Sounds horrible but can be very useful on certain monsters such as Mixers. See the mixing section of the [[Shiren 5/Strategy Guides/Crafting/Improving Existing Items|Improving Existing Items]] page for details. | ||
|" | |" | ||
| | |More uses: (1) level up a Swordsman so it can knock off a cursed bracelet, (2) level up a grass-throwing monster because you're not immune to the grass it currently throws but you are immune the grass thrown by the next higher form, (3) level up a Gitan to higher forms which can still be killed with a single rock for a massive XP + gitan boost, (4) level up a monster then clone it so the clone survives longer, giving you a better chance to flee. | ||
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|Unlucky Staff | |Unlucky Staff | ||
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|630 | |630 | ||
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| | |Hit a creature to decrease its level by one. For night monsters, this reduces the numeric suffix / power level down to a minimum of zero (no suffix). For day creatures, this changes them down to the next lower form. It also fully heals the monster, removes all status ailments, and causes the monster to lose its turn. Lets you kill or otherwise defang a monster that would otherwise be very dangerous, and there may be specific cases where the lower form of a monster is more useful to you. | ||
|" | |" | ||
| | |Areas of further research: what happens to items in Mixer monsters when they level up/down? What if their belly was full and they level down? | ||
|- | |- | ||
|Mage Staff | |Mage Staff |
Revision as of 18:29, 23 April 2019
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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
Summary
Staves are like magic staves or magic wands in other D&D or other RPG games. Magic bolts aka shots travel in a straight line indefinitely until they hit something (if nothing else, then the exterior wall of the floor). They have between 4-7 shots by default, though this can be increased or decreased by various means. For most staves, throwing them at a monster and hitting it acts just as if you had shot them, so you can get an extra effect out of the staff if you don't mind destroying it, or just sell it empty for most of its value. Trying to use a staff drains one shot even if the shot doesn't come out, e.g. if the staff is sealed. Blessed staves typically have double or otherwise improved magic effect.
Many staves are useful as rune ingredients, and equally useful with any number of charges. Hence, it's sometimes useful to use all charges in a staff first then use it as a rune ingredient. See Runes for more info.
Magic bolts you fire always aggro NPCs, even if the bolt doesn't do any damage. (Needs confirmation.)
Reference Chart
Here are all the items in this category, in Item Book order:
Name | Japanese | Buy | Sell | In-Game Description | Usage Tips | Finding Tips | Additional Notes |
---|---|---|---|---|---|---|---|
Swap Staff | 場所がえの杖 | 600 | 210 | Hit a creature with this and Shiren will switch places with it. If you or the creature land on a tile where you/it can't stand (e.g. water or void), you/it will warp. Can be useful to escape bad situations or swap to unreachable places like 2x2 islands. Very useful in heists. | Common. | A Steady Shield / Unmoving rune negates this effect. No known bonus when blessed. | |
Knockback Staff | 吹き飛ばしの杖 | 600 | 210 | Hit a creature with this and it will be knocked back up to 10 spaces. If it hits a wall or other obstruction, it generally loses 5 HP. If it lands on a tile where it can't stand (e.g. water or void) it will warp. | " | If you push one monster into another, both take 5 HP damage. Blessed, it probably pushes the creature back 20 spaces and/or does 10 HP of damage upon hitting an obstruction (needs confirmation). | |
Pinning Staff | 飛びつきの杖 | 600 | 210 | Shiren will jump ("pin") to the tile immediately before whatever the staff bolt hits. If you land on a tile where you can't stand (e.g. water or void), you'll warp. Pinning out of a dangerous room down an empty hallway can be an excellent way to escape danger, as can deliberately pinning on top of water only 1 tile away, but pinning blindly can be dangerous as you might end up next to a powerful monster. Very useful in heists. | " | A Steady Shield / Unmoving rune negates this effect. No known bonus when blessed. | |
Transient Staff | 一時しのぎの杖 | 900 | 315 | Hit a creature with this and it will warp onto the stairs and become paralyzed (temporarily blocking the exit). If you use this on multiple creatures, they will pile up near the stairs, all paralyzed. The paralysis is broken in the usual way, e.g. if some action is taken against them or a wandering Digestiphant comes near. If you have remote monster vision, you can use this to find the stairs or distinguish between fake stairs and real stairs. | " | An elaborate but very safe heist mechanism is to read an Immunity Scroll or otherwise become immune to status ailments, use a Reflective Pot, then zap any creature with a Transient Staff bolt. The bolt reflects back at you, warping you to the exit, but you don't get parayzed. No known bonus when blessed. | |
Seal Staff | 封印の杖 | 1,500 | 525 | Hit a creature to give it "Sealed" status, preventing it from using special skills and removing latent/passive effects as well. (For example, Cave Mamel and Gitan Cave Mamel lose their insanely-high defense.) | " | Seal status lasts twice as long if the staff is blessed (confirm). | |
Clone Staff | 身代わりの杖 | 1,500 | 525 | Hit a creature to make it a clone of Shiren. All enemies will try to attack the clone instead of you. Serves as a great distraction to make a getaway, but some other monster will very likely kill the clone and level up. If you use this staff again while there's already a clone, the first clone reverts to original form with Confused status and the second creature becomes a clone. | " | This item was called Doppelganger Staff in Shiren 1. Clone status lasts twice as long if the staff is blessed (confirm). | |
Paralysis Staff | かなしばりの杖 | 900 | 315 | Hit a creature to give it Paralyzed status. It will be unable to act until some action is taken against it, or until the status is removed in some other way (e.g. a wandering Digestiphant). Paralyzing a monster in a doorway or hallway can be a great way to make a perfectly safe room, e.g. if you want to rest for a long period of time to change day/night. As with many other staves, this one is also very helpful with heists. | " | When blessed, creatures get S-Paralyzed (super paralysis) status instead of regular paralysis, which means they don't wake up from paralysis after being acted upon. [TODO: test and document how can monsters wake up from S-Paralyzed status.] | |
Empathy Staff | 痛み分けの杖 | 900 | 315 | Hit a creature to give it Empathy status, which means it will take the same damage Shiren takes whenever and wherever Shiren takes damage. Can help kill or whittle down powerful monsters, though of course it's dangerous. E.g. if you must fight a powerful creature toe-to-toe, zapping it with Empathy first might let you win quickly with minimal HP loss. | " | [CONFIRM] When blessed, the creature probably has Empathy status for twice as long as normal, or, probably receives double the damage Shiren takes. Needs more testing. [/CONFIRM] | |
Slow Staff | 鈍足の杖 | 600 | 210 | Hit a creature to reduce its level of speed by one (Swift -> normal or normal -> Slow; nothing can go slower than Slow in this game). | " | When blessed, the creature is slowed for twice as long as normal. Note that the effects of slowness on all creatures seem to last longer than they should, because apparently the status ailment countdown timer only ticks down as the creature takes a turn. The Slow status ailment lasts 10 turns when not blessed (confirm), but 10 monster turns while slow == 20 Shiren turns at normal speed. | |
Swift Staff | 加速の杖 | 600 | 210 | Hit a creature to increase its level of speed by one (Slow -> normal or normal -> Swift; nothing can go faster than Swift in this game). There is no known good reason to do this to any creature, but combined with a Reflective Pot, you can use it to speed yourself up. It's also a useful rune ingredient. See Runes for details. | Can be found in optional / post-endgame dungeons. Merchant's Hideout might be an easy choice. | ||
Glorious Staff | しあわせの杖 | 1,800 | 630 | Hit a creature to increase its level by one. For night monsters, this just increases the numeric suffix / power level. For day creatures, this causes them to change to the next higher form or increases the number/power as with night monsters if already at max form. Either way, the monster is fully healed and has all status ailments removed, but at least it loses its turn. Sounds horrible but can be very useful on certain monsters such as Mixers. See the mixing section of the Improving Existing Items page for details. | " | More uses: (1) level up a Swordsman so it can knock off a cursed bracelet, (2) level up a grass-throwing monster because you're not immune to the grass it currently throws but you are immune the grass thrown by the next higher form, (3) level up a Gitan to higher forms which can still be killed with a single rock for a massive XP + gitan boost, (4) level up a monster then clone it so the clone survives longer, giving you a better chance to flee. | |
Unlucky Staff | 不幸の杖 | 1,800 | 630 | Hit a creature to decrease its level by one. For night monsters, this reduces the numeric suffix / power level down to a minimum of zero (no suffix). For day creatures, this changes them down to the next lower form. It also fully heals the monster, removes all status ailments, and causes the monster to lose its turn. Lets you kill or otherwise defang a monster that would otherwise be very dangerous, and there may be specific cases where the lower form of a monster is more useful to you. | " | Areas of further research: what happens to items in Mixer monsters when they level up/down? What if their belly was full and they level down? | |
Mage Staff | 魔道の杖 | 600 | 210 | This staff can do one of a few random effects to the enemy, including some effects not found in other staves (such as Warp). | Common. | ||
Electric Staff | 感電の杖 | 1,200 | 420 | Wave this at an enemy and it will do base damage of 25. That damage effect will spread in all eight directions to any adjacent enemies, and on and on in a chain until all enemies in contact with each other have been hit. Very useful for monster houses. Be sure you're not adjacent to enemies when you use this, or if you are, be ready to lose 25HP. (A blessed Electric Staff does 50HP!) | " | ||
Trap Del. Staff | ワナ消しの杖 | 900 | 315 | When you wave this, the magic bullet will stop at the first trap it hits (whether hidden or not). If it doesn't hit a trap, but it does hit an enemy, it does a base damage of 2HP. | " | ||
Balance Staff | 転ばぬ先の杖 | 900 | 315 | Waving this staff does nothing. Carrying it in your inventory (not in a pot) will prevent you from tripping (primarily, from Trip Trap). This is important if you don't want to shatter your pots. | " | ||
Boring Staff | トンネルの杖 | 1,800 | 630 | Waving this staff will cut into walls (the effect does not work diagonally), destroying a certain amount of wall tiles (7 or 8?) so long as they are all touching (water or any open space ends the magic bullet's effect). Enemies hit by this staff's bullet will receive base damage of 10HP. | Can be found in optional / post-endgame dungeons. Merchant's Hideout might be an easy choice. | ||
Fort. Staff | 土塊の杖 | 1,800 | 630 | Waving this staff will *create* a wall. The effect does not work diagonally. It can create walls over water. All of these walls created are destructible by having Shiren attack them. If standing adjacent to an enemy and the wand is waved it will do base damage 2HP. | " | ||
Ordinary Staff | ただの杖 | 900 | 315 | This staff does absolutely nothing. | " | ||
Drama Staff | かなしばいの杖 | 900 | 315 | Joke item. Wave it and a short play will be acted out (in dialogue boxes). There are a few different ones to watch. | " | ||
Sharing Staff | しわよせの杖 | 1,800 | 630 | This is the opposite of Empathy Staff. Hit an enemy with this magic bullet, and any damage that enemy takes will also be done unto you. | " | ||
Staff of Sacrifice | 身伐わりの杖 | 1,500 | 525 | This is a strange staff. Whenever you wave it, it is as though you stepped on a log trap, except the log comes from the side. There are ways to make this useful, but it's generally a dangerous staff that exists to mess you up while guessing at what unidentified staff you're holding. | " | ||
Shocking Staff | 盛電の杖 | 1,200 | 420 | This staff is very similar to the Electric Staff, except that the bullet hits you first. In other words, you are going to take 25 damage no matter what when you wave it. But if there are one or more enemies adjacent to you, the "chain" effect of Electric Staff will continue. | " | ||
Nagging Staff | 転ばぬ先生の杖 | 900 | 315 | Joke item. If you have this staff in inventory and you don't have a Balance Staff, and you go over a trip trap and items fall out of your inventory, The Nagging Staff will berate you for being so irresponsible! | " |