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{| class="shiren5" style="margin:auto; text-align:center" style="float:right; margin-left: 10px;"
{{Shiren 5 Vita Draft}}
! colspan="2" |Key Parameters
{{Shiren 5 Vita Dungeon Infobox
|-
  | name            = Destiny's Descent
!Initial Goal Floor
  | jpname          = 運命の地下
|99F
  | romaji          =
|-
  | image            =
!Final Goal Floor
  | description      =
|99F
  | entrance        =
|-
  | goal floor      = 99
!Day / Night
  | total floors    = 99
|Both
  | items            = No
|-
  | items out        = Yes
!Bring Items In
  | gitan            =
|No
  | day night        = Both
|-
  | id              =
!Take Items Out
  | rescues          = 3
|Yes
  | rescues attempts =
|-
  | allies          = None
!# of Allies
  | new items        = No
|0
  | shops            = Normal, Elite, Pick-A-Choice
|-
  | characters      = Shopkeeper
!# of Rescues
  | monster houses  = Normal, Pop-up - excluding floors 1 - 2.
|3
  | visibility      =
|-
  | spawn rate      = 1 every 30 turns (day)<br>1 every 20 turns (night)
!Pre-ID'd Items
  | turns            = 1,500
|None
  | boss            =
|-
}}
!New Items
{{For|the lore page|Shiren:Destiny's Descent}}
|No
|-
!Shops
|Normal (all 3 types)
|-
!Monster Houses
|Normal, pop-ups possible (but not on 1F or 2F?)
|-
!NPCs
|Shopkeepers only
|-
!Spawn Rate
|Normal (1 monster per 30 turns @ day, 1 per 20 turns @ night)
|-
!Winds of Kron
|Accelerated—1@1200, 4@1500
|}


Destiny's Descent is the ultimate, most difficult dungeon in Shiren 5. It is so difficult that you need to complete multiple other dungeons and finish a pretty lengthy, grindy quest just to unlock access to it. It's also one of the few dungeons that forces you to experience the full difficulty of day and night cycles, as it has both day and night and doesn't let you take items in, though it may be possible to find time controlling items within the dungeon itself. (See the Strategies section for a comparison of night across multiple dungeons.) If you're looking for the most challenging daytime-only dungeon, try {{Shiren5|Primordial Chasm}} instead. Here, nothing is pre-identified, and item distribution is relatively wide even on early floors. You can't take items, Gitan, or allies into the dungeon, but you do keep items on hand if you win or escape and you can request rescue up to 3 times if needed. The goal floor starts at 99 F and stays there permanently.
'''Destiny's Descent''' {{JA|運命の地下|}} is a Post-credits {{Shiren5Vita|Dungeon}} in {{Shiren5VitaTitle}}.
 
__TOC__
== Gaining Access ==
Access to this dungeon is locked. You must first beat the Tower of Fortune, collect all 7 different colors of catstones, beat {{Shiren5|Inori Cave}} with the 7 differently-colored catstones in your possession, then wish to play a tougher dungeon. When you do, you get a cutscene of a new staircase opening up, leading down from the middle of the Tower of Fortune Entrance location, and you can never wish to play a tougher dungeon again.
 
After this, you can launch Destiny's Descent whenever you want from the new staircase in the middle of the Tower of Fortune Entrance, and of course you can also launch it from the Sparrow Transport.
 
== Unique Features ==
 
* Easily the most difficult dungeon.
* One of thew few dungeons that forces you to experience both day and night cycles, because it has day/night cycles and doesn't let you take items in.
* Virtually nothing is pre-identified except a handful of always-identified items.
*Goal floor starts on 99F, which is uncommon, and which means you can both see Expert Badges before beating the dungeon and earn them on your first victory.
*No Mixer monsters available during the day, but there are some at night.
*Impressions unconfirmed with hard data:
**The dungeon seems to be a bit more generous than average with pre-placed items per floor (~8 items per floor).
**The dungeon may also be a bit more generous than average with shops (you can often find your first shop by 5F).
** There seems to be a wider variety of possible items at every depth.
** Items seem to have a higher likelihood to be cursed or sealed than baseline.
**Grasses for 1,000 Gitan before 10F are not uncommon and are very often Revival, though Gut can appear.
**Grasses for 1,500 Gitan before 10F are not uncommon and are very often Repeat; unknown if Undo Grass can appear in this dungeon at all.
**Grasses for 2,000 Gitan before 10F are not uncommon and are very often Invincible, Unlucky, or Cheery; the more dangerous grasses for 2,000 Gitan seem to be disallowed that early.
**Pots with 5 spaces for 7,500 Gitan before 10F are not uncommon and seem to always be Synthesis Pots.
 
== Final Reward ==
Every time you beat the dungeon, you are offered a full set of 7 colored catstones. This can be hard to accept if you're full on inventory, but you get the usual chance to organize inventory if your inventory is full. Catstones can be acquired in multiple other ways, though it can be tedious to collect a full set. A full set of catstones can be redeemed for a wish in Inori Cave. See the {{Shiren5|Inori Cave}} page for details.
 
== Farming Opportunities ==
As this is the most difficult dungeon in the game, and as you can't take items in, and as there are no obvious great items that appear particularly early or easily, and as it's unknown if Undo Grass or Escape Scrolls can ever appear, this is the single worst place to attempt farming.
 
== Strategies ==
This is the most challenging dungeon in the game. If you haven't already done so, learn everything you can from all the strategy pages and location pages on this wiki (and from every other source you can find) before attempting this dungeon. Be an expert player before trying this dungeon. In particular, you must be an expert in all of these topics:
 
* Knowing how to very efficiently identify items. Having a good sense of intuition about what items might be in various situations might also help, which comes from experience.
* Knowing how to maximize shops, including price identification, mass identification via Identify Scroll, being an expert at all different ways to steal, including selling everything before you attempt to steal for extra cash, and knowing when you should try to steal.
* Knowing how to maximize monster houses, including how and when to create your own.
* Knowing how to very efficiently craft on the fly, including knowing all about which equipment to choose as your base, knowing all possible runes and the ingredients needed for them, and knowing how to fully take advantage of Synthesis Pots and Mixer monsters.
* Planning your descent by mapping out what monsters will appear at what depths and at which times of day (day or night) and adjusting your dive speed accordingly. (Documentation about what monsters appear at what depths is linked below.)
* Knowing you to fully maximize the value of every item, trap, and monster in the game.
* You've unlocked all night abilities and configured a kick-ass set of night abilities before you attempt this dungeon.
* Knowing how to fully master night.
 
This is one of the few dungeons in the game that forces you to experience the full difficulty of day and night cycles. Multiple dungeons with day/night cycles allow you to take items in, so you can take in items that allow you to control the flow of time, such as a Time Stop Bracelet. {{Shiren5|Sleeping Lands}} is night-only, but it's pretty easy to race through night floors with a strong set of night abilities, and since there is no day time, you can race through the entire dungeon without much difficulty. {{Shiren5|Old Road}} has day/night cycles but allows you to pass turns quickly without burning food, so you can bypass day and/or night fairly easily if so desired. {{Shiren5|Bizarre Tower}} has 14 day-time sections and 1 night-time section, but time doesn't cycle (each section is either one or the other) so it's much easier to deal with. {{Shiren5|Heavenly Lake}} is the closest to this dungeon in that it has normal day/night cycles and also doesn't let you take items in, but it's a much easier dungeon. For this dungeon, you'll need to master both day and night and be able to handle them changing on a normal cycle without the ability to control it. (Stock time control items/traps can probably appear in this dungeon but have not yet been confirmed. Even if they do appear, they don't appear frequently enough to allow meaningful control of time for your average run in this dungeon. New items cannot appear.) If you want the most challenging dungeon the game can throw at you that is daytime-only, try Primordial Chasm.)
 
If you haven't already done so, unlock all night abilities and configure a set of 8 strong abilities. Opinions differ on what the "perfect" set of night abilities should be. One example can be found on the page {{Shiren5|Destiny's Descent Roadmap#Destiny.27s Descent Road-map - A journey through day and night}}. Some other possibilities include:
 
* 1x Pot Party -- can save your life when surrounded, and especially useful for great hall monster houses and pop-up monster houses
* 1x Stairlight -- to have a hope of beating this dungeon, you'll need to do a lot of rushing to the exit, and this really helps
* maybe multiple copies of Concussive Cannon -- this can help clear a long straight path, such as found on many dungeon layouts (e.g. the C. H. U. N. S. O. F. T. floors); however, it doesn't kill more powerful monsters in one shot, making it less useful on deeper floors
* maybe multiple copies of Kaboom Bullet -- almost always kills one monster, even at a distance
* maybe Transmogrification -- always turns the monster into an item, but without giving you experience -- guaranteed kill + item, and experience isn't very helpful beyond a certain level/depth
* maybe Three Screams -- instantly kills up to 3 monsters in front of you, which can save your life when surrounded, even in hallways
* maybe Mine! Mine! Mine! -- can frequently kill monsters even at a distance as well as steal their aura for yourself
 
Strong Shiren players should be able to stay ahead of the power curve for the first 25 floors or so. Use this relative respite to aggressively identify items. If you can handle burning the food, stay longer on floors with item-producing monsters such as Grass Boys and Zaloklefts to collect more useful items. Another great time to stay longer on a floor is when you have the ability to dodge e.g. with a Dodger Pot and can farm unlimited arrows from Cart monsters. Likewise, farm arrows from traps when you find them by throwing items on them, especially rocks as you only need to stand 3 spaces away from the trap to throw a rock onto it. Take more risks with theft than you might ordinarily take; odds are against you winning the run without stealing from shopkeepers, so you might as well try to steal. Remember to prepare your escape as well as you can, sell everything for extra cash first, then steal back everything you want before making your escape attempt.
 
Mixers only appear at night in this dungeon. If you want to do any mixing, look up what monsters appear at what depths in this dungeon and adjust your dive speed accordingly to maximize the overlap between night time and the floors that have Mixers. (E.g. level 1 Dark Mixers appear on 14F - 16F only at night.) Mixing opportunities are so limited it may be worthwhile to burn an entire day on a single floor just to experience night on that floor multiple times and thus harvest more Mixers. But, if you do want to spend multiple days/nights on a single floor, keep in mind that your night abilities do not refresh when day/night changes, so you'll need other ways to refresh your abilities. (Peaches are the most common way, but there are several less common ways.) Definitely confirm this before relying on it, but IIRC, when day/night changes, all monsters drop the items they would have dropped if you had killed them, so it should be safe to mix with Dark Mixers even if it's close to break of day.
 
In dungeons with night such as this one, it may be preferable to steal at night. A Super Torch allows you to see up to 3 spaces ahead of you in corridors, which makes evading shopkeepers easier. Having a weapon equipped when you're trying to steal is kind of pointless, so if you can spare a powerful torch and if you don't have remote monster detection, you should always equip the powerful torch before starting your heist attempt. However, there is a foible with torch implementation that makes them slightly less useful during the day, which is that you do not gain vision range from the torch when you're standing in a lit room. So, torches work as expected in hallways and in dark rooms, but if you're in a lit room during the day, you won't be able to see down a hallway even with a torch equipped. (If appropriate, you can of course try firing a projectile or shooting a staff bolt down said corridor.) This benefit aside, the downside of stealing at night is that you can't see the full contents of large rooms. It is unknown what happens if day/night switches while you're in heist mode. Regardless, since there are plenty of other times you might want to spend more time on a floor (e.g. for Mixers or item/arrow farming), it's probably best to not wait for day/night to change before attempting a heist.
 
Beyond 25F, here's a theoretically simple 3-step winning strategy:
 
# Find a Monster Detector / Monsterphobic bracelet. Unfortunately, these are not as common as in other dungeons.
# Somehow survive during the day. If necessary, lock yourself up in a room using a Fort. or Paralysis Staff. Just make sure you're not stopping on a floor with high-tier dragons/pigs/kappas. Of course, this is not possible when walls are replaced with chasms.
# Dive as quickly as you can during the night. Due to the previous point's limitations, speed up or slow down depending on which floors you absolutely want to avoid during the day.
 
There is no single obvious "best" set of equipment in Shiren 5. Cases can be made for several equipment choices, and different equipment might be optimal in different locations/situations. You obviously won't get your full pick of any possible equipment you might want in any given run of Destiny's Descent anyway, and you'll be forced to make due with what you can find most of the time. But you will get to choose between different equipment from time to time, so it's important to use these opportunities wisely. A case could be made for trying to get to a Red Sword / Red Shield pair, as it's the strongest set that resonates to let you equip two bracelets. It's possible to find more powerful equipment than Red equipment, but keep in mind that such equipment tends to require more experience to level up so you may fall behind the power curve in later floors. Lesser equipment such as Bladite/Targite and even below that will at least level up much more quickly, and at maximum level, they aren't much worse than the maximum levels of other pairs.
 
A better choice of base equipment might be Gitan-eating equipment (Dirk of Debts / Pauper's Plank). This equipment spends your Gitan on each hit taken/dealt to increase the equipment's power rating, but if you run out of Gitan, the power of the equipment drops to zero. Because of this downside, many players may have written off Gitan-eating equipment as effectively useless and never experimented with it, either as a rune or as base equipment. But if you can ensure you never run out of funds, the power increase is substantial and can make a big difference in your run. It's helpful to amass at least 10K Gitan as a buffer and preferably more before switching to this equipment. You should also make sure to minimize the number of hits you must dish out and take -- which is generally good advice but doubly important when you need to preserve your Gitan to power this equipment. (For example, soften up an incoming monster with a rock or arrow such that you only need one hit to kill it, without it ever being able to strike back at you.) Turning these items into runes also helps, but given that the runes are only equivalent to the base items at level 1, and given the inherent power of the base equipment increases as the items level up, and given the additional power you can gain at level 8 is substantial, it's probably best to use these items as base equipment rather than as runes. The Gitan loss is apparently 30 Gitans per level per hit. In other words, hitting a monster with a level 4 Dirk of Debts costs you 120 Gitan, and being hit by a monster while wearing a Level 7 Pauper's Plank costs you 210 Gitan. Losing 240 Gitan per hit dealt or taken (at max level) sounds daunting, but it is possible to pull it off, especially if you're a master thief, knowing all the ways to steal safely and efficiently, and as always, making sure to sell everything before you steal to get more cash too. If you can pull off a few valuable heists, it is possible to stay liquid and keep powering this Gitan-eating equipment for an entire run. And, if you have both Gitan-eating items, they resonate to cause monsters to drop Gitan more often, making it easier to stay liquid. Once you get beyond a certain point in the run, and when you're strong at theft, the Gitan drain is basically completely irrelevant. There is one downside to the increased Gitan drop resonance to be aware of, which is that it can overwrite normal drops. For example, you always get an item drop from Zaloklefts and Chows, but with increased Gitan drops in effect, you may get a less valuable Gitan bag instead of what might have been a more valuable item. But since most monsters rarely drop items, if you're using Gitan-eating equipment in this dungeon and your goal is to win (rather than find rare items or some other goal), it's better to have the increased Gitan drop rate rather than not have it.
 
[https://gamefaqs.gamespot.com/boards/106641-shiren-the-wanderer-the-tower-of-fortune-and-the-dice-of/77817683 This external forum post] has some excellent information and ideas about which floors are better at day vs. at night.
 
== Expert Badges ==


==Expert Badges==
# You conquered a dungeon without equipping any weapons!
# You conquered a dungeon without equipping any weapons!
# You conquered a dungeon without using any scrolls!
# You conquered a dungeon without using any scrolls!
Line 128: Line 41:
# You conquered a dungeon without doing any direct attacks!
# You conquered a dungeon without doing any direct attacks!


== Monsters ==
==Monsters==
The types of monsters that can appear in this dungeon have not yet been replicated to this wiki. Here are good external resources:
 
* https://docs.google.com/spreadsheets/d/1C1h9IRPQPLg9g7aE48wlyw8IudHIStawK4mR3kuggto/edit?usp=sharing
==Items and Gitan==
* https://seesaawiki.jp/w/shiren5/d/%b1%bf%cc%bf%a4%ce%c3%cf%b2%bc (Japanese wiki page for this location)
 
==Special Tiles==
 
==Traps==
 
==Background Music==
{{Shiren 5 Vita Stub Section}}
 
<!--
==Gallery==
<gallery>
 
</gallery>
-->
==In Other Languages==
{{In Other Languages
  | en    = Destiny's Descent
  | ja    = 運命の地下
  | fr    =
  | fr_ca =
  | es    =
  | es_la =
  | de    =
  | it    =
  | pt    =
  | pt_br =
  | nl    =
  | ru    =
  | ko    =
  | zh    =
  | td    =
}}
 
==See Also==
{{Shiren 5 Vita Locations Navbox}}


== Open Questions ==
==References==
<references />


[[Category:Shiren 5 Locations]]
[[Category:Shiren 5 Vita Locations]]
[[Category:Final Dungeons]]
[[Category:Shiren 5 Vita Dungeons]]
[[Category:Dungeons]]
[[Category:Shiren 5 Vita Post-credits Dungeons]]

Latest revision as of 19:55, 14 July 2025

Destiny's Descent
運命の地下
Image for Shiren 5 Vita:Destiny's Descent
Information
Entrance Location
Final Goal Floor 99
Total Floor Count 99
Backtracking
Bring Items In? No
Bring Items Out? Yes
Bring Gitan In?
Time Both
Can Find Adventure Allies None
Rescues 3
Characters
Pre-ID'd Items
New Items No
Visibility
Shops Normal, Elite, Pick-A-Choice
Monster Houses Normal, Pop-up - excluding floors 1 - 2.
Monster Spawn Rate 1 every 30 turns (day)
1 every 20 turns (night)
The Winds of Kron 1,500
Boss
For the lore page, see Shiren:Destiny's Descent.

Destiny's Descent (Japanese: 運命の地下) is a Post-credits Dungeon in PlayStation Vita Shiren the Wanderer: The Tower of Fortune and the Dice of Fate.

Expert Badges

  1. You conquered a dungeon without equipping any weapons!
  2. You conquered a dungeon without using any scrolls!
  3. You conquered a dungeon without using any staves!
  4. You conquered a dungeon without using any talismans!
  5. You conquered a dungeon without using any pots!
  6. You conquered a dungeon without collapsing even once!
  7. You conquered a dungeon without synthesizing!
  8. You conquered a dungeon without doing any direct attacks!

Monsters

Items and Gitan

Special Tiles

Traps

Background Music

In Other Languages

Language Name
English Destiny's Descent
Japanese 運命の地下

See Also

References