Shiren 1 DS:Trap Armband: Difference between revisions

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The Trap Armband (Japanese: ワナ師の腕輪) is an Armband introduced in the Super Famicom release of Shiren 1. Wearing an Antidote Armband will .
The Trap Armband (Japanese: ワナ師の腕輪) is an Armband introduced in the Super Famicom release of Shiren 1. Wearing a Trap Armband will:
 
*allow [[Shiren the Wanderer Wiki/Shiren the Wanderer (Bio)|Shiren]] to see all [[Shiren 1/Gameplay Elements/Traps|traps]] on the floor;
*prevent traps from triggering when Shiren steps on them;
*allow Shiren to pick up traps from the ground, carry them in his inventory, and put them down;
*cause monsters to be affected by traps that they step on;
*alter the EXP reward Shiren receives for monsters he kills;
*Change the color of Shiren's clothing: his cloak's stripes become red and white instead of blue and white, and his shirt changes from red to green.


==Tips for use==
==Tips for use==
The Trap Armband is the central mechanic in the [[Shiren 1/Locations/Scroll Cave|Scroll Cave]] dungeon, and changes much of the gameplay. In addition to the normal availability (see table below), Shiren is given one Trap Armband upon entering the Scroll Cave dungeon. The Trap Armband is taken away when Shiren leaves the dungeon, however, even if he succeeds.
===Carrying Traps===
While wearing a Trap Armband, traps become inventory items, and can be carried, dropped, etcetera, as a normal item. Putting a trap on the ground will "set" that trap. Upon leaving the Scroll Cave, any traps in Shiren's inventory will become [[Shiren 1/Items/Miscellaneous Items/Broken Traps|Broken Traps]]. These are effectively dead items, without any real gameplay value, but they can be [[Shiren 1/Gameplay Elements/Broken Trap Recycling|recycled]] by [[Shiren 1/NPCs/Fay the Researcher|Fay]] for a reward. The more Broken Traps you have when you trade them in, the better the reward will be.
===Trap Armband XP===
Experience for monster kills while wearing a Trap Armband is calculated through a multiplier system, which involves convincing monsters to step on multiple traps before being killed. The system works like this: each monster has its own "multiplier", which starts at 0. Each trap the monster steps on increases the "multiplier" by 1, and each non-trap space the monster steps on decreases the multiplier by 1. The multiplier maxes out at 20. When a monster's multiplier reaches 20, the monster becomes immune to traps. When the monster is killed, Shiren is rewarded that monster's XP value times that monster's multiplier. Monsters killed with a multiplier of x0 earn Shiren 1 experience point. Thus, if you can get monsters to walk across a "lane" of traps before they die, your XP reward can be greatly increased. The [[Shiren 1/Items/Scrolls/Chains|Scroll of Chains]] is used with a Trap Armband to make all the monsters in a single room use the same multiplier, thus greatly increasing your chances of getting high XP for kills. Trap Armband + [[Shiren 1/Gameplay Elements/Monster Houses|Monster House]] + Scroll of Chains = XP bonanza.  In practice, Trap Armband gameplay is complex and difficult to control, and requires the consumption of a large amount of inventory space to carry traps. Because of this the Scroll Cave is rarely sought out more than is necessary to simply move the game forward.


For further reading on trap strategy, see: [[Shiren 1/Strategy Guides/Trap Strategy|Trap Strategy]].
==Locations==
==Locations==
{| class="wikitable"
{| class="wikitable"
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!Floor
!Floor
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| -
|
| -
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| -
|
| -
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| -
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|All
|
| -
|-
|-
!Shop
!Shop
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| -
|
| -
|
| -
|
| -
|
| -
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|All
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|51-99F
|-
|-
!Melding Jar
!Melding Jar
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| -
|
| -
|
| -
|
| -
|
| -
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|All
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| -
|-
|-
!Walrus
!Walrus
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| -
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| -
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| -
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| -
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| -
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|All
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| -
|}
|}
[[Category:Shiren 1 Items/Armbands]] [[Category:Shiren 1 Items]]
[[Category:Shiren 1 Items/Armbands]] [[Category:Shiren 1 Items]]

Revision as of 07:31, 5 July 2019

Template:Infobox Armbands (Shiren 1) The Trap Armband (Japanese: ワナ師の腕輪) is an Armband introduced in the Super Famicom release of Shiren 1. Wearing a Trap Armband will:

  • allow Shiren to see all traps on the floor;
  • prevent traps from triggering when Shiren steps on them;
  • allow Shiren to pick up traps from the ground, carry them in his inventory, and put them down;
  • cause monsters to be affected by traps that they step on;
  • alter the EXP reward Shiren receives for monsters he kills;
  • Change the color of Shiren's clothing: his cloak's stripes become red and white instead of blue and white, and his shirt changes from red to green.

Tips for use

The Trap Armband is the central mechanic in the Scroll Cave dungeon, and changes much of the gameplay. In addition to the normal availability (see table below), Shiren is given one Trap Armband upon entering the Scroll Cave dungeon. The Trap Armband is taken away when Shiren leaves the dungeon, however, even if he succeeds.

Carrying Traps

While wearing a Trap Armband, traps become inventory items, and can be carried, dropped, etcetera, as a normal item. Putting a trap on the ground will "set" that trap. Upon leaving the Scroll Cave, any traps in Shiren's inventory will become Broken Traps. These are effectively dead items, without any real gameplay value, but they can be recycled by Fay for a reward. The more Broken Traps you have when you trade them in, the better the reward will be.

Trap Armband XP

Experience for monster kills while wearing a Trap Armband is calculated through a multiplier system, which involves convincing monsters to step on multiple traps before being killed. The system works like this: each monster has its own "multiplier", which starts at 0. Each trap the monster steps on increases the "multiplier" by 1, and each non-trap space the monster steps on decreases the multiplier by 1. The multiplier maxes out at 20. When a monster's multiplier reaches 20, the monster becomes immune to traps. When the monster is killed, Shiren is rewarded that monster's XP value times that monster's multiplier. Monsters killed with a multiplier of x0 earn Shiren 1 experience point. Thus, if you can get monsters to walk across a "lane" of traps before they die, your XP reward can be greatly increased. The Scroll of Chains is used with a Trap Armband to make all the monsters in a single room use the same multiplier, thus greatly increasing your chances of getting high XP for kills. Trap Armband + Monster House + Scroll of Chains = XP bonanza. In practice, Trap Armband gameplay is complex and difficult to control, and requires the consumption of a large amount of inventory space to carry traps. Because of this the Scroll Cave is rarely sought out more than is necessary to simply move the game forward.

For further reading on trap strategy, see: Trap Strategy.

Locations

Drop Type Table Mountain Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - All -
Shop - - - - - All 51-99F
Melding Jar - - - - - All -
Walrus - - - - - All -