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[[Category:Shiren 1 Strategy Guides]]
[[Category:Shiren 1 Strategy Guides]] [[Category:Rework]]

Revision as of 19:34, 13 March 2019

Identifying Items is a major part of Shiren gameplay, especially in the Bonus Dungeons where you may run across various items you've never seen before. Fay's Final Puzzle in particular requires a massive amount of ID work because everything except riceballs comes unidentified. This page is here for those who need or want to learn how to identify their items.

General Tips

Save Identifying Scrolls for Jars. They are difficult to identify by use, while all other items can be identified by inserting them into the Jar of Identity.

If not for Jars, use them for Armbands, as they are also difficult to identify by use.

When testing staves, swing them at monsters that are the weakest or have no special ability. A good target on early floors are Pit Mamels, Rice Babies, or Dark Eyes.

Pick up and name Herbs that Ghost Radishes and its leveled forms throw at you and miss. They will allow you to recognize some common harmful herbs early on without having to eat them.

Avoid equipping items to identify them as much as possible, unless you are just starting out or you have a Scroll of Blessing in your inventory.

If you do equip a cursed item, the Unequip Trap is helpful. Be sure to make use of it if you step on one.

Name Jars before breaking them. This makes it a lot easier to remember which jars you have come across before. Even if the resulting effect is not what you expected, then keep in mind the real effect of that jar to rename it next time you pick it up. If you come across the "real deal" later on, you can name that one with an extra tag, e.g. "Change - Real" to prevent confusion.

Scroll of Identity sometimes identifies everything you're holding that's not inside a jar. For this reason, when feasible, keep your unidentified items in main inventory before reading unknown scrolls or a Scroll of Identity.

Easy IDs

The easiest ways to ID your items are:

Enter a Town. Everything in your inventory will be IDed.

Read an Identification scroll. This will ID one item. Occasionally, it will ID all items not in jars.

Price IDing

Using price charts on this site, or your own knowledge, it is possible to ID an item by how much it can be bought/sold for in a shop. Assuming accurate information, this is a very useful technique, but obviously it requires that you find a shop first, something that isn't necessarily guaranteed even in long dungeons.

Follow this link to the price chart

IDing Individual Items

The most difficult, but most common way to ID an item, is by using it in some way. This section will detail the methods involved in IDing items without assistance.

Swords/Shields:

Swords and Shields auto-ID when equipped. However, it is not necessarily a good idea to equip everything you find. A very easy way to test a bunch of equipment is to use an Unequip Trap; once you've found one, equip everything one by one. When you find a cursed piece of equipment. trigger the unequip trap deliberately to take it back off you. In this way, you can safely ID all your Equips.

Armbands:

Armbands, like Jars, do not always have an obvious effect. In fact, they are one of the most difficult types of items to ID, as you basically have to put it on an wait until something related to its function happens. There may be a few armbands which are more obvious, however:

Armband of Loss: Equipping this will make you drop items every several steps. You will see a message while walking that says you dropped an item.

Armband of Sight: Equipping this will immediately allow you to see the locations of items and monsters on the minimap.

Happy Armband: Equipping this will give you an experience point per step. It is easy to identify while being low level (<15), but on higher levels, you will have to check your stats.

Pitcher's Armband: Equipping this then throwing an item will cause the item to fly away.

Recovery Armband: Equipping this will restore 5HP per turn. It also increases hunger, but the HP regen is usually more obvious.

Trap Armband: Equipping this will immediately allow you to see traps on the floor and on the areas on the minimap that you have explored.

Other common armbands can be identified by specific occurrences that are less likely to come by:

Antidote Armband: stepping on a Poison Trap or eating/being hit by a Poison Herb.

Antidrain Armband: losing strength to the Leech Worm family.

Armband of Calm: stepping on a Confuse Trap or eating/being hit by an Herb of Confusion.

Armband of Regret: being inflicted by a critical hit by a monster other than the Taur family.

Sleepless Armband: stepping on a Sleep Trap or eating/being hit by a Sleeping Herb.

Herbs:

Some Herbs have an effect on enemies when thrown, but throwing is rarely a viable alternative to eating -- most herbs will simply do two damage. For obvious reasons, Herbs of Revival will auto-ID when you die, in addition to when you eat them (and thereby waste them).

Scrolls:

Reading unIDed scrolls can be dangerous. Reading a Scroll of Silence while in a Monster House is not a good experience if you lack in useful equipment. Avoid doing getting into bad situations by reading unID'd scrolls only before going on to the next floor.

The optional conditions for reading an unIDed scroll:

If you want to ID a scroll by reading it, it's best (a) to be as safe as you can be and (b) to be as prepared as you can be for as many possible outcomes.

Clear the floor first

Pick up the stuff you want first

Be in good condition (HP/Fullness)

Have at least one healing item handy if you haven't already identified theScroll of Explosion

Have your equipment on if you haven't already identified Air Bless Scroll and Earth Bless Scroll and Plating Scroll

Be prepared for a Monster Scroll if you haven't identified one yet -- seeMonster House Strategy(the "rolling your own" section in particular) for details. (Basically, stand right next to the exit of a large-ish room, where the adjoining hallway leads to the room with the staircase in it.)

Identifying Scrolls:

While most scrolls will immediately take effect and be IDed when read, there is a small group that will instead ask you to pick an item. To minimize the chance that you will either waste a good scroll or destroy a good item, you should pick carefully based on what scrolls you already know you have. The following scrolls ask you to pick an item:

Scroll of Identity

Scroll of Blessing

Riceball Scroll(Only in Fay's Final Puzzle)

Extraction Scroll

If you first encounter an unIDed scroll and it asks you to pick an item when read, preferably you should select one that will get use out of any of these scrolls but without risking great loss. Therefore, pick an item with the following attributes:

un-IDed

Cursed

Something you are not afraid to lose (Fay's Final Puzzle only). Having an excellent item turned into a riceball is painful.

One more thing: if you read an unknown scroll and it asks you to pick an item, you can actually back out of the item selection menu without penalty, and you get to keep the scroll.

Jars:

There are two types of jars: "Press" jars and "Insert" jars. Only "Press" jars can be pressed, and only "Insert" jars can have items inserted into them.

Insert Jars:

IDing here is best done by "symptoms", as it can be subtle; jars that you can insert items into can be rewarding or frustrating. Minimize the risk of putting in valuable items by putting the two of a kind of your most common staves (or two of the same weapon -- in this case, equip one to identify the bonus on that one and then insert that one first) just before you go on to the next floor.

Jar of Hiding: If the Jar is a Jar of Hiding, when you select "Insert", you will insert yourself into it and the Jar will be automatically identified.

Melding Jar: Consecutive weapons, shields, or staves vanish and the jar shrinks.

Jar of Identity: UnID'd items will be ID'd. Be careful not to confuse this with a Jar of Change transforming it into an ID'd item of the same type.

Jar of Change: Items inserted into the jar will become different items.

Jar of Holding: You can remove items from the jar.

Bottomless Jar OR Storehouse Jar: Items will disappear when placed into the jar. In this case, name it Storehouse Jar and throw it; it is a waste this way, but it is probably better than putting valuable items you come across that you want to send to Canyon Hamlet thinking it is a Storehouse Jar but in reality it was a Bottomless Jar. A thrown Bottomless Jar creates Pitfall Traps. Or, you could keep it with you until you can properly identify it with a Scroll of Identity. Alternately, if you set out with Canyon Hamlet's warehouse full (no empty spaces), you can tell a Storehouse from a Bottomless Jar because the Bottomless will make the item disappear, while the Storehouse will make it fall on the ground. If you have cleared Table Mountain, you can then Quit (not Give Up!) and go to Time Attack to rearrange your storehouse. If that feels like cheating, you could also get yourself killed and use AWAR to do the same thing. If you're going to throw the jar to break it, try to do this inside a store, and swing your weapon to reveal if it created any pit traps. If you ended up creating a pit trap inside a store, this is basically a foolproof way to be able to steal everything you can carry from the store.

Strengthening Jar OR Weakening Jar: IDed weapons, shields, and staves will increase in power/charges every time you go to a new floor if it is a Strengthening jar, and Gitans will increase in quantity. The opposite will occur on a Weakening Jar. However, if the item is unidentified, the charge will not be shown.

Venting Jar: Throwing it will cause it to explode, unless it is cursed. Unless you are in the habit of throwing all your unIDed jars, this one may be difficult to find.

Unbreakable Jar: When thrown, the jar will bounce around and fly off, disappearing, even if it is cursed. Chances of IDing are similar to the Venting Jar.

Pointless Jar AND Gaibara's Jar: Nearly impossible to use-ID, as they have absolutely no effect on anything, ever. Gaibara's Jar can be price-ID'd easily, as at 15,000+1,500/charge Gitans to buy and 4,500+450/charge to sell, it is the most expensive jar in the game.

Press Jars:

For safety reasons, it is best to press your jars in a small corridor; this reduces the impact and subsequent danger of pressing a Monster Jar. If you can, find a corridor with a dead end or create one if you have a pickaxe so that you only have to deal with monsters coming from one direction. All press jars auto-ID when used.

Monster Jar: Spews forth monsters. A thrown Monster Jar will spew forth confused monsters.

Chiropractic Jar: Heals you. A thrown Chiropractic Jar will do nothing.

Walrus Jar: A walrus flies forward until it hits an item or a wall. The item will be placed in the jar. A thrown Walrus Jar spews forth confused Thiefwalruses.

An interesting note:

The Melding Jar is the only jar in the game that can have a buy price between 7000-8000. Because of their extreme usefulness and rarity, it is highly recommended that even if you find one and cannot afford it, you name the jar sitting in the shop so that you can tell when you find one later.

Greater Jar Identification Method:

For those working the Final Dungeon, identifying jars is necessary. During my frequent tries at beating said dungeon, I've come up with the following method for identification.

Necessary for this technique is either two weapons or two shields, both disposable. One of the two needs to be unidentified (Hopefully the stronger one). My favorites are an Unidentified Armor Ward and a Walrus Shield

First, look if it's a press jar. If it is, then try it (In a corridor mind you). This will identify it.

Second, try inserting something in it. This will remove the possibility of it being a Jar of Hiding, which will then auto-identify itself.

Now, If you've gotten to selecting an item, select the unidentified item out of the two you've selected and insert it. This will allow you to identify the following:

Jar of Holding : It is one if you can remove the item.

Jar of Change : If the item changed, then it is this one.

Storehouse Jar or Bottomless Jar : If the item disappeared, it is one of those two. If you want to test further, save and Quit, then go to Time Attack. If the item you inserted is in the storehouse, you've found a Storehouse Jar. If that feels like cheating, you can instead rename then throw the jar; if pitfall traps are created, then it was a Bottomless one.

If you still haven't found out what jar it was, now insert the second item.

Melding Jar : If after this you have only one item in the jar.

There are now only six possibilities left. Now you go down a level.

Strengthening Jar : If the identified weapon/armor rose in power.

Weakening Jar : If the identified weapon/armor lost in power.

Now only four choices left, with all those being the less useful ones. Rename the jar something descriptive (aka Disposable) and throw it.

Venting Jar : Look for an explosion.

Unbreakable Jar : Identified by the bouncing.

Pointless Jar or Gaibara's Jar : If the jar breaks and releases your items. Keep the items for further identifications. There's little point in further identification, as the only difference at this point is price.

Staves:

Most staves are extremely easy to identify simply by what they do when zapped, but there is one exception; when a staff shot appears to do nothing at all. This means it is either a Pain Sharing Staff, Recovery Staff or a Staff of Stability. If the enemy you zapped attacks you afterwards and does damage, it should receive an equal amount of damage back if it is a Pain Sharing Staff. If you swing the staff at a Ghost monsters and does 50 damage, it is a Recovery Staff. If nothing at all happens, then it is a Staff of Stability. The Staff of Misfortune can also have this effect, if you zap an enemy with no lesser form; however, there is no shortage of weak but levelled monsters (like the Pit Mamel,Robber or Rice Changer) that you can test even early in the game. The same applies to the Staff of Happiness for monsters that have no higher form... the Robbers seem to be the best family for this if they;re available, as they remain pretty weak at all levels.

Advanced Technique: Determining or Guessing Identity Based on Probability:

If you know the dungeon you are playing in well, then you probably have an intuitive feel for how likely it is to find various items. One contributor (rhaining) gathered empirical data over the course of a large number of runs for Final Puzzle, determining how likely it is to find each specific item in the 1st 3 floors of Final Puzzle. The results can be found on the Printable Final Puzzle Item ID Checklist page (scroll down to the Attachments section to download 2 PDF files, and, read the Threads section for examples of how to use the PDF files). More info about this technique can also be found here: https://www.gamefaqs.com/boards/925583-mystery-dungeon-shiren-the-wanderer/43331203 .

The upshot of it is, for every item you find early in Final Puzzle, you can look up the odds that it will be any given specific item of that type and adjust your item identification strategy accordingly. If you also know the price of the item, between price + Final Puzzle statistics, you can narrow down the item to a very small set of likely items. Example #1: if you find a scroll in floors 1-3 of Final Puzzle that would sell for 600 gitans, it's virtually guaranteed to be a Great Hall Scroll even though there are 2 other scrolls that also sell for 600 gitans. Example #2: if you find an insert-type jar with 3 spots in the 1st 3 floors of Final Puzzle and it would sell for 1,170 gitans, it's 4x more likely to be a Jar of Identity than an Unbreakable Jar.

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