Draft:Shiren 5 2020:Staff

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Revision as of 19:30, 23 April 2019 by wikia:mysterydungeon>Rhaining (→‎Reference Chart)
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Summary

Staves are like magic staves or magic wands in other D&D or other RPG games. Magic bolts aka bullets aka shots travel in a straight line indefinitely until they hit something (if nothing else, then the exterior wall of the floor). They have between 4-7 shots by default, though this can be increased or decreased by various means from 0-99. For most staves, throwing them at a monster and hitting it acts just as if you had shot them, so you can get an extra effect out of the staff if you don't mind destroying it, or just sell it empty for most of its value.

Trying to use a staff drains one shot even if the shot doesn't come out, e.g. if the staff is sealed. Blessed staves typically have double or otherwise improved magic effect. When the number of charges is not identified, the game shows you how many charges you've used or tried to use as a negative number. Thus, if it had a normal range of charges and you've already used 7, it is definitely empty. See Identifying Items for details.

Many staves are useful as rune ingredients, and equally useful with any number of charges. Hence, it's sometimes useful to use all charges in a staff first then use it as a rune ingredient. See Runes for details.

Magic bolts you fire always aggro NPCs, even if the bolt doesn't do any damage. (Needs confirmation.) Magic bolts fired by other creatures that hit NPCs do not aggro them, fortunately. (Trivia: you can trick a magic bird into warping a shopkeeper out of his shop, and even talk to him outside his shop, but the alarm will still go off if you try to steal anything.)

Reference Chart

Here are all the items in this category, in Item Book order:

Name Japanese Buy Sell In-Game Description Usage Tips Finding Tips Additional Notes
Swap Staff 場所がえの杖 600 210 Hit a creature with this and Shiren will switch places with it. If you or the creature land on a tile where you/it can't stand (e.g. water or void), you/it will warp. Can be useful to escape bad situations or swap to unreachable places like 2x2 islands. Very useful in heists. Common. A Steady Shield / Unmoving rune negates this effect. No known bonus when blessed.
Knockback Staff 吹き飛ばしの杖 600 210 Hit a creature with this and it will be knocked back up to 10 spaces. If it hits a wall or other obstruction, it generally loses 5 HP. If it lands on a tile where it can't stand (e.g. water or void) it will warp. " If you push one monster into another, both take 5 HP damage. Blessed, it probably pushes the creature back 20 spaces and/or does 10 HP of damage upon hitting an obstruction (needs confirmation).
Pinning Staff 飛びつきの杖 600 210 Shiren will jump ("pin") to the tile immediately before whatever the staff bolt hits. If you land on a tile where you can't stand (e.g. water or void), you'll warp. Pinning out of a dangerous room down an empty hallway can be an excellent way to escape danger, as can deliberately pinning on top of water only 1 tile away, but pinning blindly can be dangerous as you might end up next to a powerful monster. Very useful in heists. " A Steady Shield / Unmoving rune negates this effect. No known bonus when blessed.
Transient Staff 一時しのぎの杖 900 315 Hit a creature with this and it will warp onto the stairs and become paralyzed (temporarily blocking the exit). If you use this on multiple creatures, they will pile up near the stairs, all paralyzed. The paralysis is broken in the usual way, e.g. if some action is taken against them or a wandering Digestiphant comes near. If you have remote monster vision, you can use this to find the stairs or distinguish between fake stairs and real stairs. " An elaborate but very safe heist mechanism is to read an Immunity Scroll or otherwise become immune to status ailments, use a Reflective Pot, then zap any creature with a Transient Staff bolt. The bolt reflects back at you, warping you to the exit, but you don't get parayzed. No known bonus when blessed.
Seal Staff 封印の杖 1,500 525 Hit a creature to give it "Sealed" status, preventing it from using special skills and removing latent/passive effects as well. (For example, Cave Mamel and Gitan Cave Mamel lose their insanely-high defense.) " Seal status lasts twice as long if the staff is blessed (confirm).
Clone Staff 身代わりの杖 1,500 525 Hit a creature to make it a clone of Shiren. All enemies will try to attack the clone instead of you. Serves as a great distraction to make a getaway, but some other monster will very likely kill the clone and level up. If you use this staff again while there's already a clone, the first clone reverts to original form with Confused status and the second creature becomes a clone. " This item was called Doppelganger Staff in Shiren 1. Clone status lasts twice as long if the staff is blessed (confirm).
Paralysis Staff かなしばりの杖 900 315 Hit a creature to give it Paralyzed status. It will be unable to act until some action is taken against it, or until the status is removed in some other way (e.g. a wandering Digestiphant). Paralyzing a monster in a doorway or hallway can be a great way to make a perfectly safe room, e.g. if you want to rest for a long period of time to change day/night. As with many other staves, this one is also very helpful with heists. " When blessed, creatures get S-Paralyzed (super paralysis) status instead of regular paralysis, which means they don't wake up from paralysis after being acted upon. [TODO: test and document how can monsters wake up from S-Paralyzed status.]
Empathy Staff 痛み分けの杖 900 315 Hit a creature to give it Empathy status, which means it will take the same damage Shiren takes whenever and wherever Shiren takes damage. Can help kill or whittle down powerful monsters, though of course it's dangerous. E.g. if you must fight a powerful creature toe-to-toe, zapping it with Empathy first might let you win quickly with minimal HP loss. " [CONFIRM] When blessed, the creature probably has Empathy status for twice as long as normal, or, probably receives double the damage Shiren takes. Needs more testing. [/CONFIRM]
Slow Staff 鈍足の杖 600 210 Hit a creature to reduce its level of speed by one (Swift -> normal or normal -> Slow; nothing can go slower than Slow in this game). " When blessed, the creature is slowed for twice as long as normal. Note that the effects of slowness on all creatures seem to last longer than they should, because apparently the status ailment countdown timer only ticks down as the creature takes a turn. The Slow status ailment lasts 10 turns when not blessed (confirm), but 10 monster turns while slow == 20 Shiren turns at normal speed.
Swift Staff 加速の杖 600 210 Hit a creature to increase its level of speed by one (Slow -> normal or normal -> Swift; nothing can go faster than Swift in this game). There is no known good reason to do this to any creature, but combined with a Reflective Pot, you can use it to speed yourself up. It's also a useful rune ingredient. See Runes for details. Can be found in optional / post-endgame dungeons. Merchant's Hideout might be an easy choice.
Glorious Staff しあわせの杖 1,800 630 Hit a creature to increase its level by one. For night monsters, this just increases the numeric suffix / power level. For day creatures, this causes them to change to the next higher form or increases the number/power as with night monsters if already at max form. Either way, the monster is fully healed and has all status ailments removed, but at least it loses its turn. Sounds horrible but can be very useful on certain monsters such as Mixers. See the mixing section of the Improving Existing Items page for details. " More uses: (1) level up a Swordsman so it can knock off a cursed bracelet, (2) level up a grass-throwing monster because you're not immune to the grass it currently throws but you are immune the grass thrown by the next higher form, (3) level up a Gitan to higher forms which can still be killed with a single rock for a massive XP + gitan boost, (4) level up a monster then clone it so the clone survives longer, giving you a better chance to flee.
Unlucky Staff 不幸の杖 1,800 630 Hit a creature to decrease its level by one. For night monsters, this reduces the numeric suffix / power level down to a minimum of zero (no suffix). For day creatures, this changes them down to the next lower form. It also fully heals the monster, removes all status ailments, and causes the monster to lose its turn. Lets you kill or otherwise defang a monster that would otherwise be very dangerous, and there may be specific cases where the lower form of a monster is more useful to you. " Areas of further research: what happens to items in Mixer monsters when they level up/down? What if their belly was full and they level down?
Mage Staff 魔道の杖 600 210 Hit a creature to do one of 4 effects chosen at random: Confuse, Sleep, Slow, or Warp. All of these help if you're just trying to escape the creature, but they don't all help if you're trying to kill it (e.g. to get the contents of a Mixer out again). Common. If you're identifying staves by usage, Confuse, Sleep, and Warp are all unique to this staff and cannot be done by any other staff. (Transient does Warp + Paralyze, but this staff only does Warp, and you can tell the difference by paying attention to the log output.) If the effect is Slow, it could either be the Slow Staff or this staff. In practice, just name it Slow and rename it later if you find out it does multiple different things, or name it Slow? if you prefer. See Identifying Items for more info.
Electric Staff 感電の杖 1,200 420 Hit a creature to do 25 fixed damage regardless of creature strength. The effect has a chain reaction, spreading in all eight directions to any adjacent creatures including Shiren, until all enemies in contact with one another have been hit (once each). Very useful for day monster houses as well as day monsters that normally reduce variable damage down to 1 HP. Be sure you're not adjacent to enemies when you use this or be ready to lose 25 HP. " When blessed, does 50 HP damage instead.
Trap Del. Staff ワナ消しの杖 900 315 The magic bolt destroys any traps it travels over, whether they are hidden or not, though it won't destroy "device" style traps (see Traps for details). If it hits a creature, it does 2 damage. " When blessed, does 4 HP damage to target creature if any, but no extra effect on traps traveled over.
Balance Staff 転ばぬ先の杖 900 315 The magic bolt of this staff has no effect, but if you carry it in your main inventory (not in a pot) and if it has any charges and it's not sealed and you trigger a Trip Trap, it will spend a charge and prevent you from tripping. This is a great way to keep your pots from shattering due to Trip Traps. If you hadn't identified it yet, you can still see that it spent a charge to keep you from tripping. " This staff has one or two "evil twins" ("good" items that are hard to tell apart from "bad" items with some identification techniques): Ordinary Staff and Nagging Staff.
Boring Staff トンネルの杖 1,800 630 If the magic bolt of this staff hits a normal (diggable) wall while traveling horizontally or vertically (the effect does not work diagonally), it digs a tunnel in a straight line into the wall. The tunnel will stop after 10 tiles or when the first non-regular-wall tile is hit, whichever comes first. If the magic bolt hits a creature, the creature takes 10 damage. Very useful for heists. E.g. dig a 2nd exit from a shop, letting you pin with a single shot of a Pinning Staff from inside the shop to right next to the exit. Can be found in optional / post-endgame dungeons. Merchant's Hideout might be an easy choice. When blessed, creatures hit will take 20 damage instead. (Confirm: I assume it also digs 20 tiles instead of 10.)
Fort. Staff 土塊の杖 1,800 630 Waving this staff will *create* a wall. The effect does not work diagonally. It can create walls over water. All of these walls created are destructible by having Shiren attack them. If standing adjacent to an enemy and the wand is waved it will do base damage 2HP. " No known bonus when blessed.
Ordinary Staff ただの杖 900 315 This staff does absolutely nothing. " No known bonus when blessed.
Drama Staff かなしばいの杖 900 315 Joke item. Wave it and a short play will be acted out (in dialogue boxes). There are a few different ones to watch. Waving the staff does not shoot magic bolts and has no in-game effect, but if you throw it at a creature and hit, the creature will be blinded. (This is another aspect of the joke: the audience members who watch the plays complain that they're so horrible that they go blind.) " When blessed and thrown at a creature, the Blinded status ailment probably lasts twice as long as normal (confirm).
Sharing Staff しわよせの杖 1,800 630 This is the opposite of Empathy Staff. Hit an enemy with this magic bullet, and any damage that enemy takes will also be done unto you. "
Staff of Sacrifice 身伐わりの杖 1,500 525 This is a strange staff. Whenever you wave it, it is as though you stepped on a log trap, except the log comes from the side. There are ways to make this useful, but it's generally a dangerous staff that exists to mess you up while guessing at what unidentified staff you're holding. "
Shocking Staff 盛電の杖 1,200 420 This staff is very similar to the Electric Staff, except that the bullet hits you first. In other words, you are going to take 25 damage no matter what when you wave it. But if there are one or more enemies adjacent to you, the "chain" effect of Electric Staff will continue. "
Nagging Staff 転ばぬ先生の杖 900 315 Joke item. If you have this staff in inventory and you don't have a Balance Staff, and you go over a trip trap and items fall out of your inventory, The Nagging Staff will berate you for being so irresponsible! "