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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 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. By default, newly generated swords and shields have an upgrade value of -1 to +3, and when it is -1, the item is cursed as well. When the item is fully identified, the upgrade value shows as a numeric suffix after the name of the item, e.g. Gold Shield +3, unless the upgrade value is 0 in which case no numeric suffix is displayed. 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.
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. <!-- It may be as simple as totaling up level + strength + inherent item power + upgrade value + bonuses from runes - the same values for the defender, and using the resulting integer in a lookup table to determine the range and distribution of possible damage outcomes. Regardless, higher inherent power, higher upgrade value, higher bonuses from runes, higher level, and higher strength all help. (Many states also help, especially "Super".) -->
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. <!-- It may be as simple as totaling up level + strength + inherent item power + upgrade value + bonuses from runes - the same values for the defender, and using the resulting integer in a lookup table to determine the range and distribution of possible damage outcomes. Regardless, higher inherent power, higher upgrade value, higher bonuses from runes, higher level, and higher strength all help. (Many states also help, especially "Super".) -->


Swords and shields can be [[Shiren 5/Blessings, Curses, and Seals|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.
Some swords and shields have inherent magic effects. For example, the [[Shiren 5/Items/Shields/Gold Shield Type|Gold Shield]] cannot rust, and the [[Shiren 5/Items/Swords/Rusty Pickaxe Type|Rusty Pickaxe]] can dig holes in walls at the risk of breaking. Swords and shields can also have magical enchantments on them called [[Shiren 5/Melding & Runes|runes]]. Every inherent magic effect on a sword or shield, except [[Shiren 5/Items/Shields/Blazing Shield Type|Blazing Shield]], can be turned into a rune via [[Shiren 5/Improving Existing Items|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.  


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 [[Shiren 5/Melding & Runes|runes]]. Every inherent magic effect on a sword or shield, except for Blazing Shield, can be turned into a rune via [[Shiren 5/Improving Existing Items|synthesis or mixing]]. Some runes do not appear as an innate effect on any sword or shield. Some inherent magic effects improve as the item levels up. Runes, on the other hand, have fixed power, equivalent to the weapon 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, that is the innate magic effect of your base weapon or sword; all other effects are in rune form and hence stuck at level 1. Each sword or shield also 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 [[Shiren 5/Secret Pots & New Items|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 gain experience points and level up. Swords and shields exist in "families" of related types, arranged from level 1 up to level 8. Once an item reaches level 8, it no longer gains experience. Typically, you will only find level 1 swords and shields in dungeons, but you can receive higher level items as rewards, and [[Shiren 5/Secret Pots & New Items|new items]] can also be based on higher level base items. As a sword and 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.
Swords and shields can be [[Shiren 5/Blessings, Curses, and Seals|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.


Pairs of equipable items can "resonate" to produce a magic effect. Most [[Shiren 5/Item Resonances|resonance]] pairs are a sword and a shield, while a few are a sword and a [[Shiren 5/Bracelets|bracelet]].
A pair of equipment items can "resonate" to produce a magic effect. Most [[Shiren 5/Item Resonances|resonance]] pairs are a sword and a shield, while a few are a sword and a [[Shiren 5/Bracelets|bracelet]].


Swords and shields can be tagged. If you lose a tagged item, you can get it back from the sentry at [[Shiren 5/Hermit's Hermitage|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.
Swords and shields can be tagged. If you lose a tagged item, you can get it back from the sentry at [[Shiren 5/Hermit's Hermitage|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.

Revision as of 13:28, 15 January 2021


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Swords (Japanese: ) are equipable items that appears in Shiren the Wanderer 5 and 5 Plus. 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 a sword and a shield, while a few are a sword 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.

Here are all sword families in Item Book order.

Family Attack Rune Slots Total Exp. to Lv. 8 Base Innate/Rune Effect Lv. 8 Innate Effect Added Runes Resonance Finding Tips
Lv. 1 Lv. 8 Lv. 1 Lv. 8
Ordinary Stick Family 2 15 5 25,250 Lv. 8:
Redeeming
Plain Targe Family:
Equip 2 bracelets
Common in Tower of Fortune and elsewhere.
Tin Blade Family 4 18 4 31,570 Lv. 8:
Rustproof
Tin Shield Family:
Equip 2 bracelets
Common in Tower of Fortune and elsewhere.
Katana Family 6 22 4 49,300 Lv. 8:
Rustproof
Iron Targe Family:
Equip 2 bracelets
Common in Tower of Fortune and elsewhere.
Beast Fang Family 8 20 3 37,900 Lv. 5:
Rustproof
Beast Shield Family:
Equip 2 bracelets
Common in Tower of Fortune and elsewhere.
Dotanuki Family 10 26 5 44,250 Lv. 8:
Enhancing
Wolfshead Family:
Equip 2 bracelets
Common in Tower of Fortune and elsewhere.
Bladite Family 12 25 4 50,600 Lv. 4:
Uplifting
Targite Family:
Equip 2 bracelets
Common in Tower of Fortune and elsewhere.
Lv. 8:
Rustproof
Red Blade Family 14 27 3 56,950 Lv. 3:
Uplifting
Red Shield Family:
Equip 2 bracelets
Common in Tower of Fortune and elsewhere.
Lv. 8:
Flame Shot
Kabura Katana Family 16 30 2 95,000 Lv. 8:
Quick Hitting
Fuuma Shield Family:
Damage +5
Reported locations:
  • Lost Well (VIP shops and Pick-A-Choice shops).
Fuuma Sword Family 25 35 175,000 Lv. 7:
Flame Shot
Fuuma Shield Family:
Damage +5
Helix Shield Family:
Damage +10
Method 1:
max out your bank account (just shy of 100M gitan).
Method 2:
ask the Hermit's Hermitage blacksmith to upgrade a Katana+99.
Dull Gold Edge Family 2 14 6 Rustproof:
Does not rust
No change Lv. 8:
Paralyzing
Gold Shield Family:
Max Strength +3
Common in Tower of Fortune and elsewhere.
Bright Blade Family 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 Tower of Fortune and elsewhere.
Lv. 8:
Confusing
Rusty Pickaxe Family 3 14 9 Wall Dig:
Can dig walls but has ??% chance to break
??% chance to break (description states that chance decreases) Lv. 5:
Blinding
Common in Tower of Fortune and elsewhere.
Old Mallet Family 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
Reported locations:
Sky Splitter Family 2 12 5 Anti-Floating:
135% damage to floating monsters
310% damage Lv. 8:
Rustproof
Common in Tower of Fortune and elsewhere.
Water Cutter Family 4 15 7 38,100 Anti-Aquatic:
135% damage to aquatic monsters
310% damage Lv. 8:
Rustproof
Common in Tower of Fortune and elsewhere.
Scythe Family 4 13 6 Anti-Plant:
135% damage to plant monsters
310% damage Lv. 8:
Rustproof
Common in Tower of Fortune and elsewhere.
Myopic Masher Family 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 Tower of Fortune and elsewhere.
Magic Masher Family 5 15 4 Anti-Magic:
135% damage to magic monsters
310% damage Lv. 8:
Rustproof
Common in Tower of Fortune and elsewhere.
Drain Dagger Family 6 13 7 Anti-Drain:
135% damage to draining monsters
310% damage Lv. 8:
Rustproof
Common in Tower of Fortune and elsewhere.
Copper Cleaver Family 7 15 6 Anti-Metal:
135% damage to metal monsters
310% damage Lv. 8:
Rustproof
Common in Tower of Fortune and elsewhere.
Crescent Katana Family 7 14 6 Anti-Explode:
135% damage to exploding monsters
310% damage Lv. 8:
Rustproof
Blast Shield Family:
Attack and Defense +3
Common in Tower of Fortune and elsewhere.
Lizard Lasher Family 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 Tower of Fortune and elsewhere.
Nap Rattle Family 2 16 4 11 50,700 Sedating:
12% chance to inflict Asleep status for 6 turns
26% chance Lv. 8:
Rustproof
Alert Bracelet:
Sleep chance increased by 2%
Common in Tower of Fortune and elsewhere.
Shockuto Family 3 15 5 12 50,700 Paralyzing:
12% chance to inflict Paralyzed status
26% chance Lv. 8:
Rustproof
Common in Tower of Fortune and elsewhere.
Blurry Stick Family 4 15 5 51,500 Blinding:
12% chance to inflict Blind status
28% chance Lv. 8:
Rustproof
Common in Tower of Fortune and elsewhere.
Sealing Keisaku Family 5 15 5 38,000 Sealing:
12% chance to inflict Sealed status
28% chance Lv. 8:
Rustproof
Common in Tower of Fortune and elsewhere.
Baffle Axe Family 6 16 7 38,000 Confusing:
12% chance to inflict Confused status
28% chance Lv. 8:
Rustproof
Anti-Cnf. Bracelet:
Confusion chance increased by 2%
Common in Tower of Fortune and elsewhere.
Hatchet Family 5 12 4 11 Critical:
22% chance to make a critical hit
38% chance Lv. 5:
Lively
Reported locations:
Lv. 8:
Paralyzing
Shoddy Dirk Family 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 (but still weaken from innates)
Reported locations:
Glass Dirk Family 35 42 4 11 Unsound:
50% chance to break
36% chance Lv. 8:
Stupefying
Glass Buckler Family:
Immune to magic
Reported locations:
Dirk of Debts Family 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)
Reported locations:
Extreme Sword Family 20 30 5 63,000 Focusing:
Always crits, but has only 50% accuracy
71% accuracy N/A Rush Shield Family:
Equip 2 bracelets
Reported locations:
Violent Blade Family 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
Reported locations:
Lv. 8:
Blinding
Breeze Blade Family 2 13 6 Tri-direction:
Attacks in 3 directions
No change Lv. 8:
Energizing
Midnight Shield Family:
Sword and shield can't rust
Reported locations:
Burning Blade Family 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
Reported locations:
Lv. 8:
Anti-Explode
Wonder Pick Family 7 18 5 127,000 Max Wall Dig:
Can dig walls without breaking
No change Lv. 5:
Blinding
Nirvana Board Family:
Max HP +30
Reported locations:
Sturdy Hammer Family 7 17 5 127,000 Trap Killing:
Destroys traps and items without breaking
No change Lv. 5:
Confusing
Reported locations:
True Knife Family 1 8 10 Accurate:
Attack always hits
No change Lv. 8:
Critical
Anti-Parry Brce.:
Thrown items always hit
Reported locations:
Pathetic Blade Family 2 38 1 127,000 N/A Pathetic Shield Family:
Equip 2 bracelets
When both are Lv. 8:
Can't equip 2 bracelets, but sometimes push back adjacent monsters 1 space
Reported locations:
Fox Kodachi Family 9 30 0 5 306,070 No innates, but the Clutch, Enlightening, and Anointing runes are exclusive and can't be synthesized or mixed into another sword. Lv. 2:
Energizing
Unlock both fox sister NPC allies; one can morph into both Fox items.
Lv. 3:
Clutch
Lv. 5:
Enlightening
Lv. 7:
Anointing
Lv. 8:
Healing
Kaburagi Family 25 40 305,535 Lv. 8:
Critical, Quick Hitting
Helix Shield Family:
Damage +10
Reported locations:
  • Inori Cave (final reward / wish for it / repeatable)

External References

These excellent external references may have better and more complete information that has not yet been replicated to this wiki: