Shiren 1 DS:Trap Armband: Difference between revisions

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(trap armband pass over. Due to the uniqueness of this one, I left it mostly unchanged but added and fixed details. Wasn't sure if I should move the paragraphs up top and the bulleted list down to the tips for use to match other armbands. ~Harpu)
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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 a Trap 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;
*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;
*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;
*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;
*cause monsters to be affected by traps that they step on.
*alter the EXP reward Shiren receives for monsters he kills;
*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.
*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 the central mechanic in the [[Shiren 1/Locations/Scroll Cave|Scroll Cave]] dungeon, and changes much of the usual game play. In addition to the normal availability (see table below), Shiren is given one Trap Armband upon entering the Scroll Cave dungeon.  
===Carrying Traps===
===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.
While wearing a Trap Armband, traps become inventory items and can be carried, dropped, and otherwise operate as a normal item. Shiren may place traps on the ground in one of two ways. Directly beneath him, or directly in front of him. Putting a trap on the ground will "set" that trap, as denoted by a new icon present on the trap. Set traps have a chance to expire after being used. This chance varies depending on what kind of trap was set.
 
Upon leaving the Scroll Cave or finishing any dungeon, 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 game play 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===
===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.
Experience for monster kills while wearing a Trap Armband is calculated through a multiplier system that ticks up each time a monster steps on a trap consecutively. 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 normal 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 many 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 every non trap floor tile freeze the monsters multiplier, so it no longer will drop back down when they step on a normal tile. Trap Armband + [[Shiren 1/Gameplay Elements/Monster Houses|Monster House]] + Scroll of Chains = XP bonanza. In practice, Trap Armband game play is slightly more complex to understand and utilize well, and requires the consumption of a large amount of inventory space to carry traps.
 
For more in depth strategy regarding using traps and the trap armband, see: [[Shiren 1/Strategy Guides/Trap Strategy|Trap Strategy]].
 
=== Outside Scroll Cave ===
The trap armband can essentially turn any dungeon into a scroll cave if you so desire, but its real usefulness comes in micromanaging this armband, as it is one of the most powerful in the game. Equipping it at the entrance of a room, immediately reveals to you the location of every trap tile on the floor for that room. If you are going deep into dangerous dungeons, this armband can be essential in increasing your survive-ability even by just using it to essentially scan the floor for traps. Of course, you are free to utilize those traps to your benefit as well.


For further reading on trap strategy, see: [[Shiren 1/Strategy Guides/Trap Strategy|Trap Strategy]].
==Locations==
==Locations==
{| class="wikitable"
{| class="wikitable"

Revision as of 08:55, 25 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 usual game play. In addition to the normal availability (see table below), Shiren is given one Trap Armband upon entering the Scroll Cave dungeon.

Carrying Traps

While wearing a Trap Armband, traps become inventory items and can be carried, dropped, and otherwise operate as a normal item. Shiren may place traps on the ground in one of two ways. Directly beneath him, or directly in front of him. Putting a trap on the ground will "set" that trap, as denoted by a new icon present on the trap. Set traps have a chance to expire after being used. This chance varies depending on what kind of trap was set.

Upon leaving the Scroll Cave or finishing any dungeon, any traps in Shiren's inventory will become Broken Traps. These are effectively dead items, without any real game play 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 that ticks up each time a monster steps on a trap consecutively. 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 normal 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 many traps before they die, your XP reward can be greatly increased. The Scroll of Chains is used with a Trap Armband to make every non trap floor tile freeze the monsters multiplier, so it no longer will drop back down when they step on a normal tile. Trap Armband + Monster House + Scroll of Chains = XP bonanza. In practice, Trap Armband game play is slightly more complex to understand and utilize well, and requires the consumption of a large amount of inventory space to carry traps.

For more in depth strategy regarding using traps and the trap armband, see: Trap Strategy.

Outside Scroll Cave

The trap armband can essentially turn any dungeon into a scroll cave if you so desire, but its real usefulness comes in micromanaging this armband, as it is one of the most powerful in the game. Equipping it at the entrance of a room, immediately reveals to you the location of every trap tile on the floor for that room. If you are going deep into dangerous dungeons, this armband can be essential in increasing your survive-ability even by just using it to essentially scan the floor for traps. Of course, you are free to utilize those traps to your benefit as well.

Locations

Drop Type Road to the Hamlet Table Mountain Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - All -
Shop - - - - - - All 51-99F
Jar of Change - - - - - - All -
Walrus - - - - - - All -
Rescue Reward - - - - - - - -
Shop Bamboo Village Mountaintop Town Stream Village Fay's Puzzle Reward Cell Armor Hiding Egg Rice Baby

Family

Trap Recycling

# of Traps

Yes/No - - - - No - No -