User:Jubilee/Sandbox 6

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Rescue Password for Items

Maybe Get a Blank Scroll

Note: These may not work, but confirmation one way or another would be great.

Location:

Main Adventure

Reward:

Blank Scroll

Author:

joshgiesbrecht (joshgwanderer on gamefaqs)

Passwords:

JSC5S JMHD B8SL9

!78Y6 BXZ7 2M44L

P6VLL RW3Y 4DL1V

Z1DCH 472N M!!10

607TV WSHG 98B84

NJCVS RH05 2R64S

P6H9S VGNV L526N

D97B5 F5PF Q0H20

This needs to be confirmed - the Blank Scroll was seen in a dungeon store at 10F by me, but it may have been generated via a backtrack which would prevent it from being predictably there for rescuers.

Notes from rhaining:

jigokuro was not able to find a Blank Scroll on this run and removed this page from the index page. I don't have access to delete pages, so have simply renamed this page to make it clear it's unknown what you can get out of it. If someone does this run, please document what you find -- it will be interesting to determine if Table Mountain runs can be repeated or not.

Rescue Pass 2

Get an Armband of Sight and Discount Armband

YLNWR !!TT G8N!!

78V8K DM1J !VBPY

2CF9N 0YZ3 Z6G20

DCRDZ 5FN7 C80BQ

WJVJ5 KCMM J!TYR

LB8RC SRYX VW9SJ

1BH2W SNF8 H1P30

W6C0V N4FH 88NCY

36S1R 3WQC XSGF3

GMLHG 7NKR HFQCR

RBHJH XN3S FMK00

Yes, this was on FLOOR ONE of final puzzle. I was just testing the tactic that someone(I forgot who...) posted; if you have 2 game cards, just die on the first floor of FFP, and try to rescue yourself and see what loot you get. In this run, I got:

Armband of Sight

Discount Armband

Switching Staff [7]

Sealing Staff [5]

Painsharing staff [3]

Herb of Revival x1

Staff of Paralysis [4]

(Cursed) Scroll of Identity x1

Scroll of Identity x1

Bronzeward

Bronzeward+1

-and some other stuff I cannot remember, as I forgot to document my run...

The Discount Armband is in the STARTING ROOM.

The AoS is the only armband in the monsterhouse, which, iirc, is in the northwest room.

The Staves are, iirc, ALL IN THE MONSTER HOUSE.

The ID scrolls, iirc, one was in the house, the other was in the room directly to the east of it.

BE WARNED: THERE IS A BIG LANDMINE TRAP RIGHT ABOVE THE EXIT TO THE EAST FROM THE HOUSE! IT ALMOST GOT ME KILLED AS THERE IS ALSO A POISEN DART TRAP NEARBY!

There is an Herb of Sight, but I don't think its worth trying to eat it incase you eat the Herb of Revival instead.

Since I cannot figure out how to add a page to this one, I'm just going to post the passwords here and ask that someone puts it up for me.

Hopefully people will appreciate this. Sadly, there is NOT a storehouse jar...

So, have fun oogling over your shiney new Armbands! :D

BE WARNED: THIS LAST PASSWORD HAS A GHOST HOUSE INSTEAD OF A NORMAL

HOUSE! IF YOU WISH TO ATTEMPT THIS, TRY AND HAVE THE SKULL MAGE IN THE BOTTOM WEST CORNER OF THE HOUSE WARP YOU TO THE FALLEN SHIREN AND HIT A ON HIM! Ok srsly be careful!Get an Armband of Sight and Discount Armband

Monster Info

https://gamefaqs.gamespot.com/ds/925583-mystery-dungeon-shiren-the-wanderer/faqs/54011

Side Dungeons

Kitchen God Cave (Naoki/Bufu/Food Dungeon)

Location: Bamboo Village (North of smith, path by fortune teller)

Floors: 99F+

Requirement: Clear the main adventure and finish the Naoki / The Cliff restaurant side quest.

Rules: Loss of money and inventory upon entry. Companions allowed. When rescuing somebody from this dungeon sending items in is not possible. If successful, all found gear is retained upon exit.

Gimmick: You start with nothing but the Bufu Cleaver and a Big Riceball. The Cleaver often turns enemies into meat.

Goal: Find Naoki. He appears randomly starting from 25F.

Boss:Probably none.

Reward: Half Warrior Meat.

Strategies: To beat this dungeon, you must maximize use of the Bufu Cleaver and minimize useless traveling. To survive, you must rely on the meat-drop attribute of the Bufu Cleaver to keep up a supply of meat, which fills your stomach up by 10 apiece. It is possible to beat the dungeon from level 1 (which was the only option in the Super Famicom game), but in the DS version you can level up for it. It is suggested it be tried with a level in the high teens. Every random staff you find will be a Bufu's staff, so name it. Use Bufu's staff on as many Pacorepkins as you can find. A single Pacorepkin meat, when used properly, is capable of safely clearing out an entire floor/house of monsters before Death Angels start appearing. A couple of Evil General meats are good to have as well, but most other meats should be used to maintain fullness. On the last floors, you should have enough Bufu's staff charges/spare meat to get past the Death Angels and Skull Wraiths to find Naoki. To have the opportunity to take your time and collect extra staves, stretch your belly with large riceballs to 200% prior to entering the dungeon.

Good Meats:Fluffy Bunny Meat works as a stronger Medicinal Herb (50HP restored). Curse Girl (and above) Meats work as Blessing Scrolls on everything not in jars. Pacorepkin and any other ghost meat will let you fly through walls, which can be very useful on later floors when you just want to find Naoki or loot. Crossbowboy Meat lets you fire Iron Arrows -- if you fill up a room with arrows by shooting them at the wall, you can collect and use them once you transform back. Easy way to get 99 Iron Arrows (this does not work with Silver Arrows as they don't bounce). Dark Owl Meat works as a Scroll of Light, letting you see everything on the floor.

Scroll Cave (Gaibara/Trap Dungeon)

Location: Mountaintop Town, inside Gaibara's pottery dojo.

Floors: 30F

Requirement: Finish Gaibara's side quest, clear the main adventure and then visit Gaibara.

Rules: Loss of money and inventory upon entry. Companions allowed.

Gimmick: You start with a Trap Armband that allows you to pick up and use traps against enemies.

Goal: Find Gaibara. He appears randomly starting from 15F.

Boss: Probably none.

Reward: Venting Jar

Strategies:No level is required to enter, and in the Super Famicom version Shiren was reset to level 1 by entering. In the DS version you can level up for this dungeon, and it is suggested that one enter with a level from 18-20.

While wearing a Trap Armband, the rules to the game change. Monsters are harmed by stepping on traps, and you are not. You can also pick them up as items, and drop them to set them where you want. Dropped traps cannot be picked up again, and have a chance of vanishing every time they are set off. All monsters get a "multiplier" when wearing the Armband, and a monster killed with a multiplier at zero is only worth one experience point, regardless of difficulty. When a monster steps on a trap, the multiplier goes up by one. From there, stepping on another trap will boost the multiplier by another point, but stepping on a non-trap space lowers it by one. When a monster dies, the experience earned is the normal value times the multiplier. Also in this dungeon can be found Scrolls of Chains, which fill a room with tiles that prevent monster multipliers from resetting, and Super Trap Scrolls, which affect the whole level and cause floating monsters to be affected by traps. This is rather a lot of trouble to go through though, and if your level is high enough you might decide to just tackle the dungeon without putting on the Trap Armband at all, and earning normal experience.

While collecting traps on the early floors, keep an eye out for a riceball trap. When you've found one, level up a Rice Baby with it and proceed to let the Rice Changer breathe on 5 or 6 of your items. At this point,EXP is not a concern so only collect traps that will help you survive the last floors, such as traps that seal or instantly kill monsters. If you find a weapon that's not a Pickaxe and a decent shield on the way, you almost can't screw this one up. If you find the experience of being in the Scroll Cave dull,try to leave with multiple Trap Armbands.

These trap multiplier rules were not present in the Super Famicom version. Eating a Mecharoid meat elsewhere in the game will cause the multiplier rules to take effect while the player is transformed.

Final Puzzle (Fey's Puzzles)

Location:Fey's Puzzle House, Canyon Hamlet.

Floors: 99F

Requirement: Solve all of Fey's puzzles and unlock (enter) both the Kitchen God Cave and Scroll Cave. Even if you complete the main adventure on your first outing it will take another 20 or so outings to finish the necessary side quests (boo!)

Rules: Loss of everything upon entry. Bringing companions into Canyon Hamlet is not possible.

Gimmick:The greatest challenge. A 99-level dungeon with many more types of items, most of the game's monsters making an apperance, and with scroll and herb items scrambled in addition to staves, jars and armbands.

Goal: Reach the end of the dungeon.

Boss:None.

Reward: Access to the "Other Side of the World" bonus room and a Borg Mamel pet.

Strategies:

Solving the Final Puzzle is tremendously difficult, and requires more out of the player than the whole rest of the game combined.

Figuring out item identities is of paramount importance. There are four ways of discovering them: Scrolls of Identity, Identity Jars, identifying them by testing them out ("trial ID") and identifying them by checking shop prices ("price ID"). Using an Identity item is best, but they, themselves, are unknown when the dungeon is begun.

The best way to solve this, in the long run, is to keep logs of your trips in. When you find an item you've never encountered before, find out as much as you can about it and write it down. Especially note how much it costs to buy one in a store: sell prices for most items are 3/10 of their purchase price. Staff and Jar charges add 10% each to the price, and a curse subtracts 10%. By noting prices in shops, you can narrow down item identities and reduce risk when testing them out.

The best time to test-read scrolls and eat herbs is when you're done exploring a level and are ready to go to the next, and are standing on the stairs. This way, if the Scroll is Hands Full or the Herb is Silence you haven't lost anything, and if a scroll is Monster, you can escape the new Monster House, if need be, after suffering only one round of attacks. The worst item is the Ill Luck Herb, which sets your level to 1, but it is thankfully rare.

Some items are nearly essential to finishing this dungeon, and you must find them while there. You'll need a Sleepless Armband to survive the Sleep Radish floors. You'll probably need an Antidrain Armband for the Skull Demon floors, who can drain three levels with one shot. Getting your shield melded with anti-dragon and anti-explosion is nearly required. Beyond that, you should still take as much benefit out of any advantage as you can. The earlier floors are hardest, when you don't know anything, but even one you've gotten most the stuff known some monsters can cause you big problems. Ark Dragons, Piggora and Piggorn, Cloud Hermits are big problems since they can attack from great distances, even if they've never seen you. Skull Wraiths and Skull Demons, and Sleep and Fear Radishes are the most dangerous monsters since all they need to do is hit you with one distance attack and you're under a debilitating status effect that you might not recover from before dying.

Tainted Path

Location: Golden City, temple near the entrance.

Floors: 99F

Requirement:Clear the main adventure, then talk to the Foreign Wanderer in Canyon Hamlet.[Confirmed. Once you go to Golden City, Kappa mentions speaking to the wanderer.]

Rules: Everything is kept upon entry. [Companions allowed? As if they can survive that far.]

Gimmick: High level enemies and Tainted Soldier bosses.

Goal: Reach the end of the dungeon.

Boss: Tainted Soldier in a Great Hall Monster House every 10 floors. Tainted Queen at 99F, alone. Bring many scrolls for all the Monster Houses. No special tactic for the Tainted monsters. They just come at you with brute force -- fight back any way you prefer.

Reward:Kabra's Blade [Hobserk: I got one with both of my characters] [Blue_Slime: I got one as a Tainted Queen drop, wonder if this is always true]

Strategies: Bring high level gear and many Scrolls of Sleep/Confusion, and/or Staves of Paralyze/Postpone. Every 10th floor is a Great Hall Monster House, and the random Monster Houses on any other floor are still in effect. The middle floors of the dungeon is where sleeping/confusing the houses are the most critical as they're filled with Skull Wraiths. They stop appearing around 80F or so. So don't waste your scrolls early on if you get Monster Houses with no troublesome mages. [Do they come back again after 85F? That's where I am right now and they haven't been around for a few floors.]

Ravine of the Dead (Pekeji/Bungee Dungeon)

Location: Janus Valley (Between the dungeons on the path to Cryptic Rock Valley.)

Floors: 50F

Requirement:Complete the Bungee Jumping side quest, clear the main adventure and unlock all other bonus dungeons. Then visit Canyon Hamlet and you'll get a message. Go on an adventure and return to Canyon Hamlet and you'll get a second message, after which the dungeon unlocks.

[Uber_Moogle: Make sure to talk to the innkeeper when you return to Canyon Hamlet. I did not get messages until I did so...]

Rules:Everything is kept upon entry. Companions allowed. Only one item each floor (exceptions are monster houses and those special 3 items islands). Items on floor including those on monster houses are about 75% gitans

Gimmick:High level enemies, fake stairs, more frequent monster houses, unique enemies and items.

Goal:Save Pekeji. He appears randomly starting from 25F.

Boss:None. If you use the stairs on 50F you'll be on another 50F. Can be repeated infinite times. To actually exit the dungeon there is a really easy to see multicolored special second exit on every floor starting floor 25 called the Transport Pattern. Using that exit will finish the adventure and take you back to Canyon Hamlet.

Reward:Pekeji becomes available to recruit again. [Pekeji powers up? Seriously needs confirmation.]

Strategies: Watch out for stair traps and monster houses. Since swiping over a Stairway Trap does not reveal it, you have to use alternate methods: 1. Carry a big Staff of Postpone and swing them at a monster upon entering the floor, 2. Equip and unequip a Trap Armband will reveal fake stairs even in unexplored rooms, 3. Eat an Herb of Sight, or 4. Transform into a monster and revert back on the stairs to check. Non-rotten Riceballs are rare in this dungeon, so having a sword with the Bufu mod is recommended to prevent starvation. [Note from LawofKato: I thought the stair traps were just in the monster houses, but they are on about every floor. Be prepared. I wasn't. hehe]

Unique Items: It should be mentioned that the Gaze Shield, Prism Shield and Homing Blade can be found as random drops or on the floor in this dungeon. [However, I've only found them after 45F. I'm also pretty sure these items do not appear in the early floors of the Final Puzzle.] [I found my first on 43F I think. I alsohaven't found any of those three doing the early Final Puzzle strategy] [Blue_Slime: I found a Homing Blade on 42F, but the others I could only find on higher floors][Jammingway: I found a Gaze Shield on 41F, and had a monster house on 40F with no equipment, so I suspect 41F might be the earliest you can find them]

NPCs

Beneficial Dungeon NPCs

Courier

The Courier can deliver items to town for you.

Girl

There are four types of "Girl".

Blinded Girl (Green)

The first is found in the early stages of the game -- usually in Old Cedar Road. She has been blinded by an enemy and will ask you for help. If you throw an Herb of Sight at her and then talk to her again, she will increase your maximum strength by 1.

Little Lost Girl (Purple)

The second type is the Little Lost Girl, found later in the game, usually at either Old Mine at Mount Nebri, or Cave of the Mountain Spirits. She is lost and if you tell her to follow you, she will. She will not attack and has limited HP, however. Her parents are waiting for her in Cryptic Rock Valley and the Warehouse there will not be usable until you have rescued her.

Spoiled Black Haired Girl (Black)

The third type is a girl found in Cryptic Rock Valley.

Hallucination Girl (Blonde)

The fourth type appears when Shiren is under the effects of a Dream Gas Trap. Shiren will hallucinate all monsters and NPCs to be a generic "Girl", making telling them apart nearly impossible. This does occasionally lead to amusing messages such as "Girl leveled up into Girl!" or "Girl licked your Gitans!"

Gaibara's Third Apprentice

Gaibara's Third Apprentice appears randomly in 7F-12F of the main adventure. Throw a Scroll of Identity (you can also use Blank Scroll to create the Scroll of Identity) or Jar of Identity at him and he will complete his training of identifying jars. He can identify your jars from the next time you meet him again.

Kamahige (Armband-Identifying Man)

Kamahige is an NPC that appears randomly in 10F-13F of the main adventure. Throw an Herb of Sight at him to cure his blind status and he will identify Armbands for you from the next time you meet him. However, if he kisses you to express his gratitude for curing him, your strength will decrease.

Old Man Priest

Old Man Priest is an NPC appears randomly in 8F-13F of the main adventure. Throw a Scroll of Blessing (or use Blank Scroll to create one) at him and he will learn the blessing spell. He can uncurse all cursed items not in jars from the next time you meet him.

Starving Old Man

The Starving Old Man is an NPC that appears on the way to Table Mountain when you attempt to eat your last riceball. He will claim he is starving to death, and beg you for the riceball.

If you give it to him, he will be overjoyed and give you a rare Herb of Happiness.

If you refuse, he will die on the spot and dissapear. On the next floor, he will reappear as "Riceball Resentment" and float around, taunting you. All enemies on that floor will be replaced with Polygon Spin enemies, which can severely drain your fullness. He can not be harmed or killed in any way and only laughs when you attack him.

Traveling Blacksmith

Much like the village blacksmith, the traveling blacksmith can upgrade a weapon, usually by one, but can sometimes upgrade it to +3. He appears randomly, usually around the Old Mine.

While upgrading a weapon, he turns away from you and fiddles with the weapon, and voila! he's done. How he does that will remain a mystery. Unlike the village smiths, he cannot turn Pickaxes into unbreakable ones or upgrade weapons to their higher form.

Dog (dungeon)

An NPC that appears randomly. He says

"Woof ruff barkity-bark!", which Koppa translates into:

"He says you have to equip weapons and shields to use them.

He says he would if he could, but he's just a dog."

"Bark barkity-bark bark!", which Koppa translates into:

"He says he used to get by only on herbs and grasses.

But with so many vagabonds now, every now and then he meets one who shares a riceball with him."

Note: While this seems to be a "hint" along the lines of the blind girl, throwing a riceball at the dog will only deal 2 damage and turn it hostile, as with anything else.

"Barkity woof-woof bark!", which Koppa translates into:

"He says if you read a Scroll of Need when you're in trouble, something will happen.

But he says he can't read it,'cause he's a dog."

Hanzaki the Unhappy

An NPC that appears randomly, complaining about things that have happened to him, too busy bemoaning his fate to realize that he's giving you useful hints.

"Sure, the Armor Ward is strong, but it'll make you hungry...

The Hide Shield makes you only half as hungry as a normal shield.

It won't rust, either, but it's very weak.

If only I had a shield that somehow combined the two...

Why!? Why does this happen to me?"

[Hanzaki is hinting at the use of a Melding Jar.]

"I had a terrible time the other day.

We come down the stairs and end up in a Monster House.

There was nothing we could do. We had our heads handed to us...

If only we'd had a Blastwave Scroll then...

Why!? Why does this happen to me?"

"I had a terrible time the other day!

Every last item I grabbed was cursed!

I couldn't get my weapons off and none of my special skills worked.

I couldn't even use scrolls or staves!

There was no Scroll of Blessing either...

Abandoned by Riva, the god of fate...

Buffeted by the winds of Kron, the god of travel...

Why!? Why does this happen to me?"

Heiji

NoAn NPC that appears randomly. He says:

"Hey,

I need to tell you something. It might take some time, though. Is that okay?"

[Yes/No choice]

Yes =>

"When you equip a weapon, you see something like Katana +1.

That means there is 1 extra bit of power in it. Since a Katana originally has 6, it now has 7 power. The same is true for shields. Let's take a Wood Shield +2. That means it has +2 more power than a normal Wood Shield. As for staves, let's say you have a Switching Staff [6]. That [6] means you can use it 6 times. And then there's the Jar of Identity [4]... That [4] means you can put 4 more items into the jar.

If it's a jar you push, the number shows the number of times you can push it."

No =>

"Ah, I see."

"Hey. Do you want to know about upgrade limits for weapons and shields?" [Yes/No choice]

Yes =>

"You can make weapons and shields stronger.

For example, the +2 for a Katana +2 shows how strong it is. The stronger you make a weapon, the higher that number gets. But keep in mind that there's a limit, depending on the item type. You'll see the upgrade limit for weapons and shields in the description."

No =>

"I see."

Kanji the Patient

An NPC that appears randomly. He says:

"You won't see me head straight for Table Mountain and end up dead.

See this? Behold how my Katana +15 shines!

I get a blacksmith to upgrade it, and store it in the warehouse.

Repeating that over and over gave ms this Katana you see now.

See? He who laughs last laughs best!"

"If you're like me and you want to improve your weapons,

the Storehouse Jar is indispensable.

When things get rough, I put my best weapon in the Storehouse Jar...

That lets me use the same weapon again on my next journey.

See? He who laughs last laughs best!"

Kindly Old Man

An NPC that appears randomly. He says:

"We travelers have to watch out for one another.

We should always be ready to help someone in need."

If you're low on Fullness [How low? <20? <10?], he says:

"You look really hungry.

It's not much, but why don't you take this?"

He then gives you a Riceball, Big Riceball, Giant Riceball, Special Riceball, Riceball Scroll, Hen Meat, or Egg Thing Meat (chosen randomly).

After this, he says:

"I just gave you my last item...

Forgive me. I've nothing more."

If your HP is in the red, he says:

"You poor thing. Those wounds look bad.

It's not much, but it's all I can do for now. Here. Take this."

He then gives you a Medicinal Herb, Restorative Herb, Scroll of Need, or Chiropractic Jar (chosen randomly).

After this, he says:

"I just gave you my last item...

Forgive me. I've nothing more."

(Same as after the fullness item.)

If your inventory is full, he says:

"Ah, I didn't realize you're carrying too much as it is."

Sabu the Savvy

An NPC that appears randomly. He says:

"You can use a Blank Scroll by writing in the name of a scroll you've already read.

It's great because you can make it into anything you want!

A Blastwave Scroll, a Scroll of Blessing, anything you need.

Be careful, though. Once you write on it, you can't change it."

"I heard that monsters can also go up in level, too...

That would make them pretty tough, so be careful, okay?"

"I've heard that there are monsters you can't see around Table Mountain.

Table Mountain sounds like a really scary place, huh?"

"They say an armband is effective as long as you have it equipped."

Shijima the Wanderer

An NPC that appears randomly. He says:

"There are lots of different types of items, obviously.

So when you find a new one, look at its info."

"Did you know that there are monsters that change into items?

They look just like any old item you'd find along the way.

You can pick them up just like a normal item, too!

They'll stay disguised until you actually try to use the item.

And then, when you really need an item, you're suddenly facing a monster!

You better watch out for those."

"Kron, the god of travel, is one of the eight beast gods of Riva.

We wanderers are subject to the winds of the god Kron.

If we stay in one place for too long, a sudden wind will blow.

That gust will blow us all the way back to Canyon Hamlet.

The wind is a message from Kron, a reminder of our destiny to keep moving."

Shopkeeper

Shopkeepers are unique in that they are both NPCs and Monsters -- they are shown as red dots on dungeon radar rather than NPC yellow.

Shopkeepers are non-hostile unless you steal from the shop they tend or attempt attack them; then they are a formidable enemy. They can move twice or attack twice per turn and hit exceedingly hard.

While immune to Bufu's Staff, they are vulnerable to most other staves, meats, and status effects. If you are stealing from a dungeon, a way to increase your chance to escape is to shoot the Shopkeeper with a Doppelganger staff. The Guard Dogs that spawn as a result will usually fight the Shopkeeper instead of you, giving you time to escape.

Tage the Drunk

An NPC that appears randomly. He says:

"Hehehe...You got some good muscles.

I think you got what it takes. Lemme tell you something.

First, equip yer arrows.

And then, with your left hand, hit L to shoot! Shoot! Shoot!

Shoooooooooooot!" "Hehehe... Lemme tell you something. When you get to town, everything you got is identified. Didja know that? Hehehe..."

Tsubute the Thrower

An NPC that appears randomly. He says:

"Me, I'm really good at throwing things.

Let's say you have a staff that's out of charges. It'll still have an effect if you throw it!

And everybody else just eats monster meat, but not me.

If you throw monster meat at an enemy, it'll change into that monster type.

If you run into a tough enemy, just throw some Mamel Meat at it.

It'll make your life a lot easier."

"I'm really good a throwing, but even I make mistakes sometimes.

There was a time I completely forgot I was using the Pitcher's Armband.

That was a bad one."

Upright Mugla

An NPC that appears randomly. He says:

"Do you know how to get by other people?"

You have to answer Yes or No.

If you answer Yes:

"If you already know, then never mind."

If you answer No:

"Of course it's rude to just shove right past someone.

Wanderers have their own unique etiquette in cases like this.

A sort of "excuse me" kind of thing, you know?

So here's what you do.

Press and hold B, and press [directional pad] toward the other person.

That should satisfy your obligations to other wanderers.

Of course, you might run into some who still won't move...

Well, go ahead and try it on me. I don't mind."

"Do you know how to stand on an item without picking it up?

Okay, this is how you do it. Press and hold (B), and press [+] toward the item. You should be able to stand on items that way."

Foreign Vagabond

Only found before the main adventure is completed, this person seems to know all about Shiren and his quest. Whenever you talk to him, he will say that he will find the golden condor first. After releasing hte golden condr, you will find him by the gate of canyon hamlet. Talking to him will unlock the tainted path and make him disappear forever (as in you won't find him anymore).

Yamake the Cautious

An NPC that appears at random. He says:

"That Unequip Trap is pretty creepy.

It has these tentacles that snake up and remove all your equipment.

Of course, there is one nice thing about that trap...

It removes any cursed equipment you couldn't otherwise take off.

So there are some traps you can use to your advantage." "There are lots of traps in the Kobami Valley. You have to watch out for them, you know. If you bump into one by mistake, you can break a jar. If you swing a sword when you're next to a trap, you'll see it." "As you travel Kobami Valley, you don't always have to go forward. Up until Cryptic Rock Valley, you can travel forward or back. If the going gets tough, it might be good to come back for a bit. If you do that, though you won't see items lying in the dungeons. But be careful! If you go all the way back to Canyon Hamlet, you'll revert to level 1."

Barman

The Barman can be found in the bar in Canyon Hamlet. He will give you a free Big Riceball every time you return the the hamlet. After you complete Table Mountain for the first time, he will stop giving you riceballs for a few adventures, but don't worry; he'll quickly return to his previous role.

Barman's Daughter

Much like the NPC's in the dungeon, this woman tends to tell Shiren important information for new people playing the game. She changes it every adventure. As far as I know, there is no effect on whether or not you anser yes. She is only found in Canyon Hamlet.

Cat Burglar

The Cat Burglar looks much like Gara the Wagoner, except he is found inside the bar of Canyon Hamlet. If you talk to him, he will recount a time when he tried to steal from a shop and got beat up so bad that he couldn't move for weeks.

Fortuneteller

An NPC in the middle of Bamboo Village. When you talk to the fortuneteller and have him read your fortune, it seems the game assigns you a luck modifier which affects the frequency that dungeon floors will have money caches, monster houses, and traps for the rest of your adventure. If you leave Bamboo Village and return, you can have the fortuneteller give you another fortune which overwrites the one he gave you earlier.

In one run, the fortuneteller initially told me that the winds of Kron were at my back, and I encountered money caches once every 4 floors or so. Later, I talked to him again, and he told me the winds were against me, and after that I didn't see any money caches anymore, and instead the number of traps increased for the rest of my adventure. On a Table Mountain run, it might be best if you keep revisiting Bamboo Village until the Fortuneteller gives you a good reading.

Winds

Cold Winds: "A cold wind shall blow. Your travels will disappoint you." Guiding Winds: "The winds shall guide you, and always be at your back." Hot Wind: "A hot wind shall blow. Fires and explosions shall threaten." No Winds: "The winds will not blow. It should be an uneventful journey." Spring Winds: "The spring winds shall blow. Your journey shall be warm and calm." Sudden Gusts: "Sudden gusts shall blow. Danger awaits when least expected."

This is a brand new page. Still to research:

Can anyone confirm what all changes between maximum good luck, normal luck, and maximum bad luck?

Does the luck modifier carry over into Kitchen God or any other bonus dungeon?

Does it affect random item drops from enemies? I think it might.

If you don't talk to the fortuneteller, what luck do you have?

Gara the Wagoner

Gara the Wagoner can be found at the Canyon Hamlet and will take Shiren straight to Bamboo Village.

After beating the game, he can take you to Bamboo Village, Mountaintop Town, Janus Valley, Cryptic Rock Valley, or the Golden City.

Goro The Wagon Driver

Found in Bamboo Village, this guy was formerly a "hobo." Before a certain requirement is met (please put the requirement here), he is just a random dude in a house who asks Shiren for job ideas. He is much like Gara the wagoner, except fatter and seemingly too out of shape to carry Shiren.

He can take you to Mountaintop Town, Janus Valley, Cryptic Rock Valley, or the Golden City.

Hoi the Missionary

Hoi is an NPC at Canyon Hamlet who handles rescue missions. Speak with him when you are thinking about departing on an rescue mission.

Spoiled Black Haired Girl

The third type is a girl found in Cryptic Rock Valley. In a rare event, you will find her with her mother at the north east end of town. She will complain that she wants item #X. Her mother explains that the girl does that all the time and that she won't stop until satisfied. You are then asked if you want to give the item in spot #X of your inventory. You won't be able to check your inventory at this point, so it is a good idea to check it before approaching the two. If you select yes, the item in spot #X will be given to the girl and you will receive several possible items for it. These include:

Dragon Herb

Scroll of Need

Hide Shield +10

Katana +10

Storehouse Jar

Special Riceball

Happiness Armband

Blank Scroll

Kabra's Blade

Windshield

The mother explains this item was traded from the last wanderer, who accepted the trade but the girl got bored with it very fast. The event can be completed multiple times.

Items

Accelerating Staff

Swinging this staff will fire a bolt that will double the speed of its target.

In-Game Description: ??

Cost: 700g + 70g per charge

Sell Value: 210g + 21g per charge

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - all all
Shop - - - - - all all
Jar of Change - - - - - all all
Walrus - - - - - all all

Bufu's Staff

Swinging a Bufu's Staff will throw a bolt that will turn its target into its respective Meat. The Meat will appear in the space the monster was in when it was hit.

If Shiren is hit with a bolt from a Bufu's Staff (for example, reflected from an Air Devil), he will turn into a Riceball.

The following monsters cannot be turned into Meat using the Bufu's Staff:

  • Shopkeeper
  • Guard Dog
  • Sheriff
  • NPCs (in-town and in-dungeon)
  • Tainted Insect, Tainted Soldier, and Tainted QueenNote also that bolts from a Bufu's Staff do not normally work against on any monsters from the Air Devil family, as the bolt will be reflected back at Shiren. However, Throwing the Staff and hitting them with it will work, as will hitting them when they are Sealed.

In-Game Description: ??

Cost: 3000g + 30g per charge Sell Value: 900g + 90g per charge Availability Special: Prior to completing The Cliffs Restaurant sidequest, Bufu's Staves cannot be found anywhere in the game. Naoki the Wandering Chef will give you one as a reward at the end of that quest, and from then on they can be found in the following locations:

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - all - all
Shop all all - - all - all
Jar of Change - - - - - - all
Walrus - - - - - - all

Doppelganger Staff

Swinging a Doppleganger Staff will fire a bolt that will transform any monster it hits into a fake version of Shiren. This "fake Shiren" will be confused for several turns, but more importantly, all monsters that see the "fake Shiren" will attack it instead of the real one (you). Even if they have to go around you to get to the fake. Apparently it looks more like you than you do...

While transformed, monsters cannot use their special abilities, but they can still attack Shiren physically.

If a monster kills the fake Shiren, they will level up as they normally would.

TIP: Since it prevents monsters from using their special abilities, a Doppleganger Staff is, in effect, a Sealing Staff with the added advantage of luring away other monsters.

In-Game Description: ??

Cost: 1500g + 150g per charge

Sell Value: 450g + 45g per charge

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all all - - all
Shop all all - - all - all
Jar of Change all all all all - - all
Walrus all all all all - - all

Knockback Staff

Swinging a Knockback Staff will fire a bolt that will knock its target back.

The target will be knocked back 10 spaces in the direction the bolt was traveling. If it hits an obstacle (a wall or another creature), it will take 5 points of damage (fixed). If it hits another creature, that creature will also take 5 points of damage.

Creatures knocked back will move over water. If their trip ends on a water square (and they are not Flying), they will be warped away to a random location in the map.

Knockback Staves come with 5, 6, or 7 charges.

TIP: Since they are relatively common and come with more charges than many other staves, Knockback Staves are a "cheap" way to deal with monsters with close-range drain and/or other dangerous powers (such as Rice Changers, Leech Worms, or Twisti Hani). Knocking them back and then shooting them with arrows can allow you to save the charges of your more powerful "sealing" staves for monsters with ranged attacks.

TIP: Under the right circumstances (and when used in conjunction with a Switching Staff), a Knockback Staff can be used to help retrieve items from the 2x2 "islands" that appear in some rooms. Convince a Flying enemy (Such as a Death Reaper) to pursue you near the island, then knock him back over it. Stay where you are, and wait until he moves onto the island... then Swing the Switching Staff at him.

In-Game Description: ??

Cost: 500g + 50g per charge

Sell Value: 150g + 15g per charge

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all - - all all
Shop all all - - all all all
Jar of Change all all all - - all all
Walrus all all all - - all all

Lightning Staff

Swinging a Lightning Staff will fire a bolt that does [~20??] points of damage to its target.

The damage done by a bolt from a Lightning Staff seems to ignore armor.

TIP: Although the damage of a Lightning Staff is not high, its 'armor piercing' value can be handy. It can kill enemies which you would normally only be able to do 1 point of damage to, such as Dead Soldiers or Gitan Mamels.

In-Game Description: "Sends a bolt of lightning into the direction the wanderer is facing and inflicts damage on a target."

Cost: 2000g + 200g per charge

Sell Value: 600g + 60g per charge

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all all - - all
Shop all all - - - - all
Jar of Change all all all all - - all
Walrus all all all all - - all

Pain Sharing Staff

Swinging a Pain Sharing Staff will fire a bolt that will cause its target to, from then on, receive the same damage Shiren receives.

Note that Shiren will still take the damage inflicted - it will simply be passed to the target as well.

TIP: As the monsters in the game tend to have a lot fewer hit points than Shiren, this power can be a useful way to deal with "heavy-hitters" in a single turn (you hit them, they hit you, they take the damage they did, they die).

TIP: Pain Sharing Staves can make boss fights with high-hit point bosses (such as the Tainted Insect) easier (especially if you have a few Chiropractic Jars with you).

In-Game Description: ??

Cost: 1200g + 120g per charge

Sell Value: 360g + 36g per charge

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all all - all all
Shop all all - - - all all
Jar of Change all all all all - all all
Walrus all all all all - all all

Sealing Staff

Swinging a Sealing Staff will fire a bolt that will "seal away" any and all of its target's special abilities.

Attack and defensive strength of a "sealed" creature remain unchanged. Sealed enemies have the "sealed" icon over their heads.

This staff also seals away any unusual behaviors of its target. For example:

  • A sealed Hidden Eye will not wait for Shiren to approach - it will advance normally as other monsters do.
  • A sealed Egg Thing will attack you, but it also won't automatically drop items if you kill it.
  • etcetera

TIP: Skull Wizards. I'm just sayin'. In-Game Description: "This staff fires a magic bolt that seals away the target's special abilities."

Cost: 1500g + 150g per charge Sell Value: 450g + 45g per charge Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - all
Shop - - - - - - all
Jar of Change - - - - - - all
Walrus - - - - - - all

Skull Staff

Swinging a Skull Staff will fire a bolt that can have a number of random effects.

Skull Staves are only dropped by members of the Skull family of monsters.

The bolt from a Skull Staff can cause one of the following effects (chosen randomly):

  • Warp target away (to a random location on the floor)
  • Confuse the target
  • Sleep the target
  • Slow the targetNope, there is no way to control the outcome. Wouldn't that be cool?

In-game Description: ??

Cost: 300g + 30g per charge Sell Value: 90g + 9g per charge Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - -
Shop - - - - - - -
Jar of Change - - - - - - -
Walrus - - - - - - -

Staff of Happiness

Swinging a Staff of Happiness will fire a bolt that will increase the level of its target by 1.

Bolts from a Staff of Happiness will give Shiren 500XP.

Monsters that increase in levels this way will not act that turn.

TIP: Normally, it is an absurdly bad idea to Swing a Staff of Happiness at an enemy monster. However, if you have a Bufu's Staff or a weapon with the Meat enchantment, and you encounter a monster (like a Hell Reaper or a Dadster Tank) that becomes very powerful when promoted, consider zapping it with the Staff in order to collect its meat.

TIP: Another common use is on low level monsters very early in the game to create a single high level monster for massive experience. Use gitans or the monster's special weakness (riceball on ricemasters, healing items on the undead) to dispose of the otherwise unkillable monster.

In-Game Description: "This staff fires a magic bolt that increases its target's level."

Cost: 500g + 50g per charge

Sell Value: 150g + 15g per charge

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - all
Shop - - - - all - all
Jar of Change - - - - - - all
Walrus - - - - - - all

Staff of Misfortune

Swinging a Staff of Misfortune will fire a bolt that will lowers its target's level by 1.

Shiren will also lose a level if he is hit by a bolt from one of these staves.

TIP: A Staff of Misfortune can be very handy against a monster that you cannot handle at its current level, but that becomes much weaker at a lower step (such as a Skull Wraith or a Dadster Tank).

In-Game Description: "This staff fires a magic bolt that decreases its target's level."

Cost: 500g + 50g per charge

Sell Value: 150g + 15g per charge

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - all
Shop - - - - all - all
Jar of Change - - - - - - all
Walrus - - - - - - all

Staff of Paralysis

Swinging a Staff of Paralysis will fire a bolt that will paralyze its target.

This effect lasts indefinitely, unless used against Shiren (in which case it lasts for several turns).

TIP: Paralyzed enemies do not become un-paralyzed if you attack them and miss. So, if you are confident that you are guaranteed to kill an enemy with a single hit, using a Staff of Paralysis before attacking them in combat can be one of the best ways to deal with monsters who have item-destroying, draining, sleeping, or other nasty "single hit will ruin your day"-type powers.

TIP: Paralyzed monsters in hallways effectively block that hallway against other monsters. This technique can be very useful in a Monster House (if you need a rest) or when you are attempting to steal from a Shopkeeper (if you want to "fence in" the Sheriffs and Guard Dogs).

WARNING: Tigers can throw paralyzed monsters at you or vice verse, waking them up in the process.

In-Game Description: ??

Cost: 1500g + 150g per charge

Sell Value: 450g + 45g per charge

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all all - all all
Shop all all - - - all all
Jar of Change all all all all - all all
Walrus all all all all - all all

Staff of Postpone

Swinging a Staff of Postpone will fire a bolt that will warps its target to the floor exit, and paralyze them.

TIP: Although the effect of this staff does, literally, "postpone" the monster (meaning that you must eventually fight it), this can be exactly the right thing when you are attacked by multiple difficult monsters at the same time.

TIP: On the final level of Table Mountain, monsters will be paralyzed but won't warp away, because the exit doesn't appear until the Tainted Insect is killed.

In-Game Description: ??

Cost: 500g + 50g per charge

Sell Value: 150g + 15g per charge

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all all - - all
Shop all all - - - - all
Jar of Change all all all all - - all
Walrus all all all all - - all

Staff of Recovery

Swinging this staff will fire a bolt that will recover the target's Hit Points, unless the target is undead, in which case it will deal 50 damage. If the target is not undead and has full health, nothing will happen, which makes this staff easy to confuse with a Staff of Stability.

TIP: This item is one of several items that makes ID'ing unidentified items in the Final Puzzle more difficult and/or dangerous. Still, it's worth keeping just for the damage to ghosts, as most of them have dangerous or annoying abilities.

In-Game Description: "This staff fires a magic bolt that restores the target's hit points."

Cost: 1200g + 120g per charge

Sell Value: 360g + 36g per charge

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - all
Shop - - - - - - all
Jar of Change - - - - - - all
Walrus - - - - - - all

Staff of Sloth

Swinging a Staff of Sloth fires a bolt that will slows its target by half.

Creatures that move at double speed that are hit by a bolt from a Staff of Sloth will then move normal speed. A second bolt will slow them further.

TIP: If you are standing next to a monster and hit it with a bolt from a Staff of Sloth, the monster will be slowed immediately, and thus will not be able to attack in return. This means that you can swing a Staff of Sloth, and then step back, and then attack, and then step back, and the monster will never (normally) be able to attack you. Handy!

In-Game Description: ??

Cost: 700g + 70g per charge

Sell Value: 210g + 21g per charge

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all all - - all
Shop all all - - - - all
Jar of Change all all all all - - all
Walrus all all all all - - all

Staff of Stability

The Staff of Stability is an important item, and is unlike all the other staves in the game.

Swinging a Staff of Stability will fire a bolt that will have no effect at all on its target. Instead, simply keeping a Staff of Stability in Shiren's top-level inventory will keep Shiren safe from stumbling.

TIP: The reason this is a key item is that if you have one, Shiren will no longer accidently drop items (such as jars!) when hes steps on a Stumble Trap or when he is knocked back by monsters of the Dremlasfamily. Without a Staff of Stability, stumbling can cause Shiren to drop mulitple items, and any jars dropped have a (high) chance of breaking. So, keeping one of these staves in your inventory is highlyrecommended.

TIP: The Staff of Stability will not work when inside a jar or when cursed... but it will work when the staff is empty of charges. The number of charges only has an effect on the sale price. Apart from that, a Staff of Stability[99] protects Shiren just as well as a Staff of Stability[0].

TIP: That said, your character won't look cool until he holds a Staff of Stability[99].

In-Game Description: ??

Cost: 1200g + 120g per charge

Sell Value: 360g + 36g per charge

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all all - - all
Shop all all - - - - all
Jar of Change all all all all - - all
Walrus all all all all - - all

Switching Staff

Swinging a Switching Staff will fire a bolt that will switches Shiren's position and it's target's position.

TIP: Switching Staves are a great way to get out of a bad "surrounded in a hallway" situation.

TIP: If you have "postponed" a creature (with a Staff of Postpone), but do not wish to fight it before leaving the floor, you can instead stand back a ways from the paralyzed monster, swing a Switching Staff at it (which will put Shiren on the staircase), and then immediately escape, ideally without incident.

In-Game Description: ??

Cost: 700g + 70g per charge

Sell Value: 210g + 21g per charge

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all all - - all
Shop all all - - - - all
Jar of Change all all all all - - all
Walrus all all all all - - all

Air Bless Scroll

Reading an Air Bless Scroll will upgrade the current weapon you have equipped by +1. Sometimes (randomly), the upgrade will be +3 instead.

This effect will also remove any curses on the weapon.

Reading the scroll without a weapon equipped will waste the scroll. Using it on a weapon that is already at its maximum quality also will waste the scroll.

In-Game Description: ??

Cost: 800g

Sell Value: 240g

Blank Scroll: "Air Bless"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all all - all all
Shop all all all all all all all
Jar of Change all all all all - all all
Walrus all all all all - all all

Blastwave Scroll

Reading this scroll will damage all enemies (and allies!) in your current room.

If there are no enemies in the room, the effect will be wasted.

TIP: DO NOT read these scrolls while in a shop! Damaging the Shopkeeper will trigger him to attack you.

TIP: Very nice for Monster houses. The "Great Hall Scroll + Blastwave Scroll" combo can also be quite effective.

In-Game Description: "Read this to generate a blast wave, which will damage all enemies in the room."

Cost: 1000g

Sell Value: 300g

Blank Scroll: "Blastwave"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all - - - all
Shop - - - - - - -
Jar of Change all all all - - - -
Walrus all all all - - - -

Earth Bless Scroll

Reading an Earth Bless Scroll will upgrade the current shield you have equipped by +1. Sometimes (randomly), the upgrade will be +3 instead.

This effect will also remove any curses on the shield.

Reading the scroll without a shield equipped will waste the scroll. Using it on a shield that is already at its maximum quality also will waste the scroll.

Cost: 800g

Sell Value: 240g

Blank Scroll: "Earth Bless"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all all - all all
Shop all all all all all all all
Jar of Change all all all all - all all
Walrus all all all all - all all

Extraction Scroll

Removes all items from a Jar and restores that number of slots to the Jar.

Items removed from a Jar are dropped onto the ground near Shiren. DANGER: items dropped will vanish and be lost if there is insufficient space!

Extraction Scrolls are the only way to remove an item from an Unbreakable Jar. Venting Jars can be cursed, but Unbreakable Jars are always unbreakable.

If an Extraction Scroll is used on a Melding Jar, the items will, indeed, be removed. However, you will only regain a number of slots in the Jar equal to the number of items removed. Example: if a you put 5 weapons into a Melding Jar[5], those weapons will have been melded into one weapon. Using an Extraction Scroll on that Melding Jar will extract the weapon, but it will restore only 1 slot (giving you a Melding Jar [1], which is, perhaps, not so useful).

If an Extraction Scroll is used on a Press-type Jar, the charges are all used at the same time:

  • A Chiropractic Jar is emptied of charges and heals you (presumably, as many times as it had charges)
  • A Monster Jar spawns its monsters around Shiren (as it normally would)
  • A Walrus Jar spawns all of its Thiefwalruses at once

TIP: Extraction Scrolls are often best used on Strengthening Jars. Doing so allows you to reuse the Jar when the equipment inside is "ripe". Equally effective is to use them on Jars of Change, but these are much less expensive and rare, and thus is often a less-effective use. In-Game Description: "Read this to remove an item from a jar."

Cost: 1500g Sell Value: 400g Blank Scroll: "Extraction"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - all all - - - all
Shop all all - - - - all
Jar of Change - - all - - - all
Walrus - - all - - - all

Great Hall Scroll

Reading this scroll turns the current floor into one big room. This removes all the wall, water, and any other obstacle tiles in the floor. Items, traps, and monsters and the staircase remain where they were.

If the floor contains a shop, the shop boundaries will extend over the entire floor, and the shopkeeper will treat the stairs as the exit (because, well, they are the exit). This and a Switching Staff makes it very easy to steal, with no consequences whatsoever.

Similarly to the Pickaxe, Great Hall Scrolls will only function in "underground" levels, the ones with the square rooms connected by long corridors.

TIP: Great Hall Scrolls are a great way to retrieve the items from the small 2x2 "item islands" that appear in certain levels.

TIP: If you are being attacked by an Ark Dragon (or other "attack from anywhere in the map") creature, Great Hall Scrolls can provide a quick (albeit potentially dangerous) way of getting to the monster.

Cost: 2000g

Sell Value: 600g

Blank Scroll: "Great Hall"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor 8-29F all all all - all all
Shop - - - - all all all
Jar of Change all all all all - all all
Walrus all all all all - all all

Hands Full Scroll

Reading a Hands Full Scroll will prevent Shiren from being able to pick up any new items until he exits the current floor. Any items that Shiren drops while in this state are effectively destroyed.

TIP: This scroll (and a few others) are a good reason for waiting until you have searched the full level before reading any unidentified scrolls in the Final Puzzle.

TIP: Beware of stumble traps after reading one of these. Dropped items will not be able to be picked back up.

In-Game Description: "Read this to enter a hands full state; you won't be able to take any more items."

Cost: 300g

Sell Value: 90g

Blank Scroll: Hands Full

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - all
Shop - - - - - - -
Jar of Change - - - - - - all
Walrus - - - - - - all

Monster Scroll

Reading a Monster Scroll will convert the current room into a Monster House. This includes placing new monsters, items, and traps in the room.

If there is already a Monster House on the level, reading the scroll will have no effect (save destroying the scroll).

TIP: This scroll (and a few others) is a good reason to wait until you have fully explored a level before reading any unidentified scrolls in the Final Puzzle.

TIP: If you are feeling confident, try reading this scroll while standing right next to the room's exit (after you have cleared the rest of the level). If you don't like what you see, you can run for the staircase, but if you get a good setup, it can mean a big haul.

Cost: 200g

Sell Value: 60g

Blank Scroll: "Monster"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - all
Shop - - - - - - -
Jar of Change - - - - - - all
Walrus - - - - - - all

Plating Scroll

Reading a Plating Scroll will give your currently equipped weapon and shield the "plated" (or "gold") enhancement. This effect is permanent.

Using a Plating Scroll on a Gold Sword or Gold Shield will waste the effect, as these weapons already have it.

TIP: If you are planning on exploring an area populated with higher-level Slimes, bringing a Plating Scroll can be a good idea. Higher-level Slimes can remove enhancements, but they always remove Plating first, so having one of these along lets you replace the enhancement if it is lost.

Cost: 2000g

Sell Value: 600g

Blank Scroll: "Plating"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all - - - -
Shop all all - - all all all
Jar of Change all all all - - - -
Walrus all all all - - - -

Power Up Scroll

Reading a Power Up Scroll increases attack power of Shiren for the current dungeon floor. This increases weapon damage, damage from reading a Blastwave Scroll, and damage from thrown objects (including Gitans).

You can read multiple Power Up Scrolls on a single level to further increase your damage:

  • 1 scroll: x1.5 damage
  • 2 scrolls: x1.75 damage
  • 3 scrolls: x2.00 damage
  • 4 scrolls: x2.25 damage
  • 5 scrolls: x2.50 damage
  • 6 scrolls: x2.75 damage
  • 7 scrolls: x3.00 damage
  • 8 scrolls: x3.25 damageScrolls read beyond the 8th one have no increased effect.

Cost: 1000g Sell Value: 300g Blank Scroll: "Power Up" Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all - - - all
Shop all all - - - - all
Jar of Change all all all - - - all
Walrus all all all - - - all

Riceball Scroll

Reading a Riceball Scroll allows you to transform one item in your inventory (not in a jar) into a Big Riceball.

TIP: Reading a Riceball Scroll is a great way to free yourself from a low-powered cursed weapon or shield, and increase your food stores at the same time!

In-Game Description: "Read this to change 1 of your items into a Big Riceball."

Cost: 1500g

Sell Value: 450g

Blank Scroll: "Riceball"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - all
Shop - - - - - - all
Jar of Change - - - - - - all
Walrus - - - - - - all

Sanctuary Scroll

Dropping a Scroll of Sanctuary will make the space with the scroll on it into a permanent "sanctuary" spot. If Shiren is standing on the scroll space, monsters won't attack Shiren in melee. However, monsters will still use ranged attacks against Shiren.

Once dropped, the Scroll of Sanctuary can't be picked back up.

Sanctuary Scrolls do not appear in the dungeons as drops. The only way to get one is via a Blank Scroll: writing the word "Sanctuary" on a Blank Scroll will create a Sanctuary Scroll. However, there's a catch-22 here: you cannot write onto a Blank Scroll the name of a scroll you have not read before... and if you can never find a Sanctuary Scroll, you can never read it to be able to write it onto a Blank Scroll. The game dodges this problem by giving you the opportunity to "unlock" the ability to inscribe it onto a Blank Scroll.

To unlock the Sanctuary Scroll, you must complete Kobami Valley (the main adventure) once.

Once you have completed this task, the game will note your accomplishment in various ways, but the most obvious is the Golden Condor icon when you load your save file.

TIP: The Destruction Scroll has a similar catch-22 style process to unlock it.

Cost: 10000g

Sell Value: 3000g

Blank Scroll: "Sanctuary"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - -
Shop - - - - - - -
Jar of Change - - - - - - -
Walrus - - - - - - -

Scroll of Blessing

Reading a Scroll of Blessing will let you lift a curse from a single item (not in a jar). Sometimes (randomly), reading the scroll will lift the curse from all items in your inventory (not in jars).

In-Game Description: "Read this to remove curses from 1 item you have."

Cost: 500g

Sell Value: 150g

Blank Scroll: "Blessing"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all all - all all
Shop all all - - all all all
Jar of Change all all all all - all all
Walrus all all all all - all all

Scroll of Chains

The Scroll of Chains is part of the Scroll Cave / Trap Armband 'trap chain' mechanic.

Reading a Scroll of Chains will convert the room into one large "chain" - all monsters that step on traps in that room will be on the same chain.

TIP: This can lead to large XP rewards when used in a Monster House.

Cost: 1000g

Sell Value: 300g

Blank Scroll: "Chains"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - all -
Shop - - - - - all -
Jar of Change - - - - - all -
Walrus - - - - - all -

Scroll of Confusion

Reading a Scroll of Confusion causes all monsters in the current room to become confused for 20 turns.

Monsters that level up while confused recover from confusion immediately.

TIP: If you're in a large Monster House, reading a Scroll of Confusion is not only a good crowd-control mechanism, but is an excellent way to get an inventory of what you are up against; by reading the Message Log, you can see each monster in the room become confused, and thus learn what you are up against.

CAUTION: Using a Scroll of Confusion in a large monster house will cause monsters to randomly attack one another. Monster who kill another monster advance a level. This can leave you with some very powerful monsters.

Cost: 300g

Sell Value: 90g

Blank Scroll: "Confusion"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all - - - 1 - 15
Shop - - - - - - -
Jar of Change all all all - - - -
Walrus all all all - - - -

Scroll of Explosion

The Scroll of Explosion will cause a 3x3 explosion centered on Shiren (much like stepping on a Big Landmine trap).

The explosion will kill all monsters in the blast, and will leave Shiren with 1 HP (or, half HP if equipped with a Blast Shield). The explosion will also destroy all items in the blast.

Shiren will not receive any XP for monsters killed by the blast.

Cost: 500g

Sell Value: 150g

Blank Scroll: "Explosion"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - all all
Shop - - - - - all -
Jar of Change - - - - - all all
Walrus - - - - - all all

Scroll of Haste

Reading a Scroll of Haste will cause all monsters and allies in the current room to move and attack at 2x speed.

TIP: This scroll is one of the Final Puzzle "trap" scrolls, included to make the process of ID'ing items in the Puzzle more dangerous. Be careful!

In-Game Description: "Read this and all enemies in the room will move one level faster."

Cost: 200g

Sell Value: 60g

Blank Scroll: "Haste"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - all
Shop - - - - - - -
Jar of Change - - - - - - all
Walrus - - - - - - all

Scroll of Identity

Reading an Identity Scroll allows you to select a single item in your inventory (not in a Jar) to be identified. Sometimes (randomly), reading the scroll will identify all items in your inventory (not in Jars).

Identifying an item reveals that item's true name and number of charges (if any), and that information will be available to you for the rest of that run. The same will be true for any additional items of that type that you discover. Example: if you identify a Cherrywood Staff, you may learn that it is in fact a Knockback Staff[4]. From then on, any Knockback Staves you find will be identified to you as such. You will not know the number of charges in any new items, however, until you identify them as well.

TIP: All items in your inventory are automatically identified when you enter a town (Bamboo Village, Mountaintop Village, etc), so you can save Scrolls of Identity for your "dungeon" runs when you won't have the chance to visit a village.

In-Game Description: "Read this to identify a single unknown item."

Cost: 300g

Sell Value: 90g

Blank Scroll: "Identity"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor 8-29 all all - - all all
Shop all all - - all all all
Jar of Change all all all - - all all
Walrus all all all - - all all

Scroll of Light

Reading a Scroll of Light reveals the full map, and all monster, NPC, and item locations for the current level. Additionally, nearby monsters in hallways will become visible on the main screen (as when wearing an Armband of Sight). This effect persists until Shiren leaves the floor.

(It will also brighten the map on the top screen a bit, if you are playing with the map on the top.)

Cost: 300g

Sell Value: 90g

Blank Scroll: "Light"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all - - all -
Shop all all - - - all -
Jar of Change all all all - - all -
Walrus all all all - - all -

Scroll of Need

If you are in a pinch, reading a Scroll of Need will cause one or more good things to happen:

  • If there are 2 or more monsters near you: Paralyzes all monsters near you
  • If your current Strength is 1: Restores strength to 8.
  • If you have cursed items equipped: Lifts curses from all equipped items
  • If you have 0 Gitans: Gives you several thousand Gitans (a random amount)
  • If you are at hungry status: Restore fullness completely
  • If you have low HP: Restores HP completely

Note that any and all of these that qualify will trigger (so if you have low HP, are surrounded, and have a cursed item equipped, reading a Scroll of Need will solve all of those problems at one go).

Cost: 2000g

Sell Value: 600g

Blank Scroll: "Need"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all - - - all
Shop - - - - - - all
Jar of Change all all all - - - all
Walrus all all all - - - all

Scroll of Removal

Throwing a Scroll of Removal will remove that monster family (in all its leveled forms) from the game for the rest of that adventure. The monster will no longer spawn in levels, and will trouble you no further.

Only one monster family can be sealed at a time. Throwing a second Scroll of Removal at a different monster type will remove that type from the game, but will un-seal the previous type.

Reading the Scroll of Removal will destroy it, and will waste its power. However, it will do two things:

It will unlock an entry in the Adventure Log ("Read the Scroll of Removal")

More importantly, it will give you the ability to write "Removal" on Blank Scrolls to create a new Scroll of Removal.

Reading a second Scroll of Removal will have no further effect (save wasting the scroll).

The sealed monster family will be un-sealed when Shiren returns to Canyon Hamlet.

TIP: Generally, Blank Scrolls are much more common than Scrolls of Removal. Thus, it is usually a better bet to read the first Scroll of Removal you come across to give yourself the ability to "seal" more monster types later on (with Blank Scrolls). (That is, if you are on a run you are confident in - if not, consider stashing them in a storehouse or giving them to a Courier!)

TIP: The Skull Mage family is a popular target for Removal, specifically because of the Skull Wraith and Skull Demon, both of which can reduce Shiren to a Canyon Village-bound pile of goo with great speed.

Cost: 30000g

Sell Value: 9000g

Blank Scroll: "Removal"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - -
Shop all all - - - - all
Jar of Change - - - - - - all
Walrus - - - - - - all

Scroll of Silence

Reading a Scroll of Silence will cause Shiren's mouth to become sealed shut until he exits the current floor.

While silenced, Shiren cannot:

  • read scrolls
  • eat food or herbs
  • speak to any NPC. This includes the shopkeeper. If you find him in a dungeon, won't be able to buy items from him.

TIP: This scroll is one of the Final Puzzle "trap" scrolls that makes the process of ID'ing items more dangerous. It is a good argument for waiting until you are completely done with a floor before reading any unidentified scrolls. In-Game Description: "Read this and fall silent for as long as you are on this floor."

Cost: 500g Sell Value: 150g Blank Scroll: "Silence"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - all
Shop - - - - - - -
Jar of Change - - - - - - all
Walrus - - - - - - all

Scroll of Sleep

Reading a Scroll of Sleep will put all monsters in the room with Shiren to sleep. Monsters that wake up will be hasted, however.

TIP: Scrolls of Sleep are generally only useful if you are confident of reaching the staircase before the monsters wake up. Reading one in a Monster House can often only earn you a quick trip back to Canyon Hamlet. Be careful!

Cost: 300g

Sell Value: 90g

Blank Scroll: "Sleep"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all - - - 1-15F
Shop - - - - - - -
Jar of Change all all all - - - -
Walrus all all all - - - -

Scroll of Traps

Reading a Scroll of Traps will spawn many new traps throughout the entire current floor.

TIP: When used in conjunction with a Trap Armband, this scroll can be handy.

TIP: This scroll is also one of the Final Puzzle "trap" scrolls that makes the process of ID'ing items more dangerous. It is a good argument for waiting until you are completely done with a floor before reading any unidentified scrolls.

In-Game Description: "Read this to multiply the number of traps on this floor."

Cost: 1000g

Sell Value: 300g

Blank Scroll: "Traps"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - all all
Shop - - - - - all all
Jar of Change - - - - - all all
Walrus - - - - - all all

Super Trap Scroll

Reading a Super Trap Scroll will make enemies who are normally immune to traps vulnerable to them. Generally, this means that Flying enemies will now be affected. This effect will persist until Shiren exits the current floor.

Reading this scroll without having a Trap Armband equipped will waste the scroll.

Cost: 1000g

Sell Value: 300g

Blank Scroll: "Supertrap"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - all -
Shop - - - - - all -
Jar of Change - - - - - all -
Walrus - - - - - all -

Wandering Scroll

Reading a Wandering Scroll will cause Shiren to forget everything he has learned about the current floor's layout. This resets the map for the current floor.

TIP: This scroll is one of the Final Puzzle "trap" scrolls that makes the process of ID'ing items more dangerous. It is a good argument for waiting until you are completely done with a floor before reading any unidentified scrolls.

In-Game Description: "Read this to forget the entire layout of the floor you are on."

Cost: 300g

Sell Value: 90g

Blank Scroll: "Wandering"

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - all
Shop - - - - - - -
Jar of Change - - - - - - all
Walrus - - - - - - all

Angel Seed

Eating an Angel Seed will increase Shiren's level by +3.

Throwing an Angel Seed and hitting a monster with it will increase that monster's level by +3.

TIP: Angel Seeds are incredibly high-value and rare items. Beyond the clear "adding 3 levels" advantage, Angel Seeds are also a good way to counter the Skull Demon's level drain-3.

In-Game Description: ??

Cost: 10,000g

Sell Value: 3000g

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - -
Shop - - - - - - 51-99F
Jar of Change - - - - - - -
Walrus - - - - - - -

Antidote Herb

Eating an Antidote Herb will restore Shiren's Strength to it's maximum.

Throwing an Antidote Herb will have no effect on its target beyond doing the normal small amount of damage... unless that creature is a member of the Radish family of monsters. Hitting a monster from the Radish family with an Antidote Herb will do 50 points of damage to it.

TIP: Keeping an Antidote Herb around is a good way to counter the Strength damage done by Poison Dart Traps... however, once you have a Chiropractic Jar (which restores Strength when used in addition to healing), they become largely redundant.

In-Game Description: ??

Cost: 300g

Sell Value: 90g

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all all all all all
Shop all all - - all all all
Jar of Change all all all all all all all
Walrus all all all all all all all

Big Belly Seed

Eating a Big Belly Seed will increase Shiren's maximum fullness level by 10 points. In the message log, it will say that it has increased by 10%, but this is incorrect. Even if your maximum fullness is already changed from the base 100, it will only increase by 10.

TIP: Big Belly Seeds work even if Shiren is hungry, which means there's rarely a reason to keep them un-eaten if your max hunger is under 200.

In-Game Description: "Eat this to increase your maximum fullness level."

Cost: 1000g

Sell Value: 300g

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all all - - all
Shop all all - - all - all
Jar of Change all all all all - - all
Walrus all all all all - - all

Bitter Herb

Eating a Bitter Herb will lower your level by 1.

TIP: These items are one of a number of items that make ID'ing unidentified items in the Final Puzzle (and, in this case, the Ceremonial Cave) more difficult and/or risky.

In-Game Description: "Eat this and your level will be reduced by 1."

Cost: 800g

Sell Value: 240g

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - all - - - all
Shop - - - - - - all
Jar of Change - - all - - - all
Walrus - - all - - - all

Dragon Herb

Eating a Dragon Herb will cause Shiren to breathe fire in the direction he is facing for three spaces. The fire will do 75 points of damage the first target in its path.

Throwing and hitting a creature with a Dragon Herb will have a similarly damaging effect on its target, but will do 50 points of damage instead.

TIP: The damage that a Dragon Herb does is enough to kill many creatures - and it won't miss. Dragon Herbs make a very nice emergency-kill item.

In-Game Description: ??

Cost: 800g

Sell Value: 240g

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all - - - -
Shop all all - - - - -
Jar of Change all all all - - - -
Walrus all all all - - - -

Happiness Herb

Eating a Happiness Herb will increase Shiren's level by +1.

Throwing a Happiness Herb and hitting a monster with it will cause that monster to level up.

In addition to the normal availability (below), there also is an event in Kobami Valley where an Old Man will appear and ask for your last riceball. If you give it to him, he will reward you with an Happiness Herb.

In-Game Description: ??

Cost: 4000g

Sell Value: 1200g

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - -
Shop - all - - - - 11-99F
Jar of Change - - - - - - -
Walrus - - - - - - -

Herb of Amnesia

Eating an Herb of Amnesia will cause Shiren to forget the names of all the items in the game..

After eating one of these, Shiren will have to re-identify all the items he has previously identified. Loads of fun in the Dwarf Fortress sense.

TIP: This item is one of several items that are present to make ID'ing unidentified items in the Final Puzzle more dangerous and/or risky.

In-Game Description: ??

Cost: 4000g

Sell Value: 1200g

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - -
Shop - - - - - - 51-99F
Jar of Change - - - - - - -
Walrus - - - - - - -

Herb of Confusion

Eating an Herb of Confusion will cause Shiren to be confused for 10 turns.

Throwing and hitting a creature with an Herb of Confusion will cause that creature to be confused for 10 turns.

In addition to the availability table (below), Herbs of Confusion are sometimes dropped by Daze Radishes. Also, if Shiren has been transformed into a Daze Radish (for example by eating Daze Radish Meat), he can throw Herbs of Confusion at will.

TIP: If a Daze Radish throws an herb at you while you're not confused and misses, it's one of these. Name it!

In-Game Description: "Eat this and you will be confused."

Cost: 1000g

Sell Value: 300g

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - all - - - all
Shop - - - - - - all
Jar of Change - - all - - - all
Walrus - - all - - - all

Herb of Invisibility

Eating an Herb of Invisibility will make Shiren invisible for 14 turns.

Throwing an Herb of Invisibility and hitting a creature with it will make that creature invisible.

TIP: The Herb of Invisibility is one of the most rare items in the game, and many players never see them.

In-Game Description: ??

Cost: 4000g

Sell Value: 1500g

Borg Mamel: Level 72 requires a (cursed) Herb of Invisibility.

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - -
Shop - - - - - - 51-99F
Jar of Change - - - - - - -
Walrus - - - - - - -

Herb of Life

Eating an Herb of LIfe will increase your max HP by +3. Shiren's current HP will not be increased by eating an Herb of Life.

Throwing and hitting a monster with an Herb of LIfe will have no unusual effect... that is, unless the monster is a member of the ghost class. Hitting a ghost-type monster with an Herb of Life will cause 50hp of damage to that monster.

TIP: The "throwing" power of an Herb of Life is pretty risky compared to the other options of dealing with dangerous ghost-class monsters. It's a good fact to keep in mind for a desperate emergency, but it's not safe to count on.

In-Game Description: ??

Cost: 1000g

Sell Value: 300g

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all all - all all
Shop all all - - all all all
Jar of Change all all all all - all all
Walrus all all all all - all all

Herb of Revival

An Herb of Revival is a special-case item of great value.

If Shiren has an Herb of Revival in his top-level inventory when he dies, he will be brought back to life on the next turn (with full health). (This will transform the Herb of Revival into Weeds.)

Eating an Herb of Revival or throwing it will have no effect beyond wasting the item. Don't eat them!

If Shiren is transformed at the moment of death (say, having been turned into a riceball or any monster type), the resurrection effect will function. Shiren reverts to his 'normal' self as he dies, and thus he has access to his inventory as normal.

CAUTION: The resurrection effect will not function if the Herb of Revival is in a jar.

If you do manage to die while carrying an Herb of Revival in a jar, this will unlock one of the Adventure Journal entries ("62. Couldn't revive by Herb of Revival."). You'll still be dead, though.

In-Game Description: ??

Cost: 5000g

Sell Value: 1500g

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - all - - - all
Shop all all - - - - all
Jar of Change - - all - - - all
Walrus - - all - - - all

Herb of Sight

Eating an Herb of Sight will reveal the locations of all traps on the current dungeon level, and will allow you to see invisible monsters (goddamn Air Devils...) until Shiren leaves the floor.

TIP: Herbs of Sight are most useful in Monster Houses, where the ground is littered with traps. Having one available can make handling one must simpler and faster.

TIP: Herbs of Sight have one more use: the Blinded Girl needs one to be able to see again. Keeping an Herb of Sight with you for the first few floors of Kobami Valley can reward you with an extra point of Strength.

In-Game Description: ??

Cost: 600g

Sell Value: 180g

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all all all - all
Shop all all - - all - all
Jar of Change all all all all - - all
Walrus all all all all - - all

Herb of Strength

Eating an Herb of Strength adds +1 to your current Strength. If Shiren is not at his maximum strength, it will also add +1 to your maximum Strength.

TIP: Saving these for when your Strength is at its maximum is generally the right play.

In-Game Description: "Eat this when your strength is at maximum to increase your limit by 1. At other times, drink [sic] to restore your strength by 1." (drink?!?)

Cost: 800g

Sell Value: 240g

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all all - all all
Shop all all - - all all all
Jar of Change all all all all - all all
Walrus all all all all - all all

Herb of Victory

Eating an Herb of Victory will make Shiren invincible to damage for 20 turns.

The effect from an Herb of Victory does not protect against other non-damaging effects (from traps, spells, herbs, monsters, etc).

In-Game Description: ??

Cost: 3000g

Sell Value: 900g

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - all
Shop all all - - - - all
Jar of Change - - - - - - all
Walrus - - - - - - all

Kigny Seed

Eating a Kigny Seed will put Shiren into a Kigny state for 50 turns. While in this state, Shiren will move like a monster, and attack any monsters he sees.

Throwing and hitting a creature with a Kigny Seed will put that creature into a Kigny state, causing it to attack the nearest mob, whether that's you, a fellow monster, or an NPC. It may or may not have the same time limit as when Shiren is Kigny'd, but it usually levels up (automatically curing the status) long before the time would expire.

If Shiren dies while in a Kigny state, it will unlock an entry in the Adventure Log ("53. Defeated while a Kigny")

TIP: In the highly unlikely scenario that you still haven't ID'd this herb (or you just forgot) when you finally meet a Fear Radish, and it throws an herb at you while you aren't Kigny'd and misses, it's one of these-- name it!

In-Game Description: "Eat this to enter a Kigny state and run amok for a while."

Cost: 5000g

Sell Value: 1500g

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - all - - - all
Shop - - - - - - all
Jar of Change - - all - - - all
Walrus - - all - - - all

Little Belly Seed

Eating a Little Belly Seed will decrease Shiren's maximum fullness level by 10 points. In the message log, it will say that it has decreased by 10%, but this is incorrect. Even if your maximum fullness is already changed from the base 100, it will only decrease by 10.

TIP: This item is one of many items that are present in the Final Puzzle (and, in this case, the Ceremonial Cave) that make ID'ing unidentified items dangerous and/or risky.

In-Game Description: "Eat this to decrease your maximum fullness level."

Cost: 1000g

Sell Value: 300g

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - all - - - all
Shop - - - - - - all
Jar of Change - - all - - - all
Walrus - - all - - - all

Medicinal Herb

Eating a Medicinal Herb will restore (a modest) 25HP. Eating one when Shiren has full HP will add +1 to his max HP.

Throwing and hitting a creature with a Medicinal Herb will have no unusual effect... unless that creature is a member of of one of the ghost-type monster families. Hitting a ghost-type monster with a Medicinal Herb will do 25HP of damage to that creature.

TIP: The "throwing" use of Medicinal Herbs is very risky, and best only used in the most dire of circumstances.

TIP: Once Shiren has around 100HP, Medicinal Herbs are not very useful as healing items. At higher levels, you are (in general) better off eating them to increase your maximum HP.

In-Game Description: "Eat this to restore some hit points. If you eat it when you have full HP, your maximum HP will increase slightly."

Cost: 300g

Sell Value: 90g

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all all all all all
Shop all - - - all all all
Jar of Change all all all all - all all
Walrus all all all all - all all

Poison Herb

Eating a Poison Herb will cause 5HP of damage to Shiren, will reduce his current Strength by -1, and will slow him for 10 turns. Sucks, pretty much.

Throwing and hitting a monster with a Poison Herb will have the same effect on the monster: damage slightly, weaken, and slow for 10 turns.

In addition to the availability table (below), Poison Herbs are sometimes dropped by Ghost Radishes. Also, if Shiren is transformed into a Ghost Radish (for example, by eating Ghost Radish Meat), he can throw Poison Herbs at will.

TIP: These items are one of a number of items that make ID'ing unidentified items in the Final Puzzle more dangerous and/or risky.

TIP: If a Ghost Radish throws an herb and misses, it's one of these. If any other radish throws an herb at you and misses while you're already affected by their usual herb, it's one of these. Either way, name it!

In-Game Description: "Eat this and your strength and hit points will be reduced, putting you in a state of slowness."

Cost: 800g

Sell Value: 240g

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - alll - - - all
Shop - - - - - - all
Jar of Change - - - - - - all
Walrus - - - - - - all

Restorative Herb

Eating a Restorative Herb will restore 100 HP. Eating one when Shiren's HP is at its maximum will increase his maximum HP by +2.

Eating one will also cure some status effects (confusion, ??).

Throwing and hitting a creature with a Restorative Herb will have no unusual effect... unless that creature is a member of one of the ghost-type families of monster. Hitting a ghost-type monster with a Restorative Herb will do 100HP of damage to it (which is enough to kill most of them).

TIP: The "throwing" use of a Restorative Herb is risky at best (as it can easily miss the target). It is best used only under dire circumstances.

TIP: As Shiren reaches higher levels (or if he has a Chiropractic Jar in his inventory), it is often a better play to use a Restorative Herb to increased Shiren's max HP. Over time, the gains can be substantial.

In-Game Description: "Eat this to restore many hit points and cure some status abnormalities. If you eat it when you have full HP, your maximum HP will increase slightly."

Cost: 600g

Sell Value: 180g

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor all all all all all all all
Shop all all - - all all all
Jar of Change all all all all - all all
Walrus all all all all - all all

Seed of Ill Luck

Eating a Seed of Ill Luck will return Shiren to his "beginning" status: level 1, 15HP, and max fullness of 100. It will also unlock an entry in the Adventure Log ("57. Ate a Seed of Ill Luck").

Throwing a Seed of Ill Luck at a monster and hitting it will cause it to reduce to the "base" type of that family (so a Skull Demon will become a Skull Mage, for example).

TIP: This item is one of several items designed to make ID'ing un-identified items in the Final Puzzle more dangerous and/or risky. Very risky. Incredibly risky. Unless you are the most amazing player in the known universe, eating one of these without an Antidrain Armband will bring your run to a screeching halt.

In-Game Description: ??

Cost: 10,000g

Sell Value: 3000g

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - -
Shop - - - - - - 51-99F
Jar of Change - - - - - - -
Walrus - - - - - - -

Seed of Misfortune

Eating a Seed of Misfortune will decrease Shiren's level by -3. Not kidding.

Throwing a Seed of Misfortune and hitting a monster with it will reduce that monster's level by 3. Normally, this will reduce it to its "base" type.

TIP: This is one of several items that are present to make ID'ing unidentified items in the Final Puzzle more dangerous and/or risky. The Antidrain Armband protects from its effect.

In-Game Description: ??

Cost: 1500g

Sell Value: 450g

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - -
Shop - - - - - - 11-99F
Jar of Change - - - - - - -
Walrus - - - - - - -

Sleeping Herb

Eating a Sleeping Herb will cause Shiren to fall asleep for 5 turns.

Throwing a Sleeping Herb and hitting a creature with it will cause that creature to fall asleep for 5 turns.

In addition to the normal availability (below), Sleeping Herbs are sometimes dropped by Sleep Radishes, which can also throw them in combat. Also, when Shiren is transformed into a Sleep Radish, he can throw Sleeping Herbs at will.

TIP: If a Sleep Radish throws an herb at you while you are awake and misses, it's one of these. Name it!

In-Game Description: "Eat this and you will fall asleep."

Cost: 3000g

Sell Value: 900g

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - all - - - all
Shop - - - - - - all
Jar of Change - - all - - - all
Walrus - - all - - - all

Weeds

Eating Weeds has no effect beyond increasing Shiren's hunger by +5, and throwing them has no unusual effect.

An Herb of Revival will become a Weed if it is used to save Shiren from dying.

Members of the Bandit family can turn items on the dungeon floor into Weeds, throw Weeds to attack, and the higher level types can sometimes transform items in Shiren's inventory into Weeds. Also, when Shiren is transformed into a member of the Bandit family, he can throw Weeds at will.

TIP: Weeds have little use. They are excellent candidates to be inserted into a Jar of Change, or as an emergency food source.

In-Game Description: ??

Cost: 50g

Sell Value: 15g

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - -
Shop - - - - - - -
Jar of Change - - - - - - -
Walrus - - - - - - -
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Bottomless Jar

Type: Insert

Inserting

Inserting an item into a Bottomless Jar will cause that item to disappear from the game permanently. It will also "use" one of the Jar's slots.

TIP: Unidentified Bottomless Jars are indistinguishable from Storehouse Jars. They are one of a number of items found in the Final Puzzle that make ID'ing items more risky than elsewhere in the game.

Throwing

Throwing (and breaking) a Bottomless Jar will cause pit traps to appear around the space where the Jar broke.

TIP: Throwing a Bottomless Jar inside a shop is a good method to escape the shop without risk of provoking the Shopkeeper (ideally, after first picking up everything he has for sale). This is not very nice, but it's quite profitable.

In-game Description: ??

Cost: 2500g + 250g per slot (3 slots: 3250g, 4 slots: 3500g, 5 slots: 3750g)

Sell Value: 750g + 75g per slot (3 slots: 975g, 4 slots: 1050g, 5 slots: 1125g)

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - all
Shop - - - - - - -
Jar of Change - - - - - - all
Walrus - - - - - - all

Chiropractic Jar

Jar Type: Press

Pressing a single "back" on a Chiropractic Jar will heal Shiren to full HP, and restore any lost Strength points.

TIP: Often, the Strength restoration function of these jars can be the most useful. Carrying a Chiropractic Jar can make it unnecessary to carry any Antidote Herbs, thus freeing up extra space in your inventory for loot.

TIP: That said, a single-action full heal doesn't exactly suck, either.

In-game Description: "Press the right point on this jar to restore all hit points and cure some status abnormalities."

Cost: 1500g + 150g per slot (3 slots: 1950g, 4 slots: 2150g, 5 slots: 2300g)

Sell Value: 450g + 45g per slot (3 slots: 585g, 4 slots: 630g, 5 slots: 675g)

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor 5-29F all all all - all all
Shop all all - - - all all
Jar of Change all all all all - all all
Walrus all all all all - all all

Gaibara's Jar

Type: Insert

Inserting an item into a Gaibara's Jar will have no useful effect.

An item put inside an Gaibara's Jar cannot be normally removed from the Jar. To remove items from a Gaibara's Jar, you must either break it (by Throwing it against a wall) or using an Extraction Scroll.

TIP: The only usefulness of a Gaibara's Jar is as a source of income.

In-game Description: "A jar made by Gaibara. It's well made, and will fetch a good price if sold."

Cost: 15,000g + 1500g per slot (3 slots: 19,500g, 4 slots: 21,000g, 5 slots: 22,500g)

Sell Value: 4500g + 450g per slot (3 slots: 5850g, 4 slots: 6300g, 5 slots: 6850g)

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - all
Shop - - - - - - all
Jar of Change - - - - - - all
Walrus - - - - - - all

Jar of Change

Type: Insert

Inserting an item into a Jar of Change will transform that item into a different item. The original item will be destroyed. To retrieve the new items, you must either Throw the jar against a wall (which will destroy the Jar, and drop the items on the ground near where it broke) or use a Scroll of Extraction on the Jar.

The type of the new item created is determined by the current floor.

Placing unpurchased items in a store into a Jar of Change will not transform the items, and will effectively waste a slot. Inserting a multiple-use items (like arrows) into a Jar of Change will change the whole stack into a single new item.

TIP: Placing Weeds, monster meat that you don't intend to eat, single arrows, or other useless items into a Jar of Change is a good idea.

TIP: If you have a large number of arrows, you can "fill" the Jar of Change quickly with the following method:

  1. Throw arrows at a nearby wall until you have thrown enough arrows to fill the Jar.
  2. Put down your arrow pile somewhere safe.
  3. One at a time, pick up your thrown arrows and Insert them into the Jar.
  4. Repeat until you have picked up and Inserted all the arrows you Threw.
  5. Retrieve your arrow pile.

TIP: If you insert a useless or dangerous item into an unidentified Jar and the item becomes a new item, you can then safely Name the Jar ("Change", for example). TIP: Items aquired from Jars of Change might turn out to be an N'Duba monster. It is also possible to insert N'Duba family monsters into Jars of Change while they are still pretending to be an item. Once inserted the N'Duba will change into an actual (random) item (or another N'Duba if you are very unlucky). You cannot insert N'Dubas that are no longer pretending to be an item (after descending or using Identify). In-game Description: "Items placed in this jar will change into other items."

Cost: 1200g + 120g per slot (3 slots: 1560g, 4 slots: 1680g, 5 slots: 1800g) Sell Value: 360g + 36g per slot (3 slots: 468g, 4 slots: 504g, 5 slots: 540g) Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor 5-29F all all all - all all
Shop all all - - - all all
Jar of Change all all all all - all all
Walrus all all all all - all all

Jar of Hiding

Type: Insert (special)

There are two ways to use a Jar of Hiding: Inserting and Throwing. In both cases, and despite coming with multiple 'slots', Jars of Hiding are in fact single-use items.

Insert

With a Jar of Hiding, "Insert" actually means "Insert Shiren into the Jar". Selecting Insert will cause Shiren to immediately disappear into the jar for a few turns. During this time, Shiren will be unable to act, but will be effectively invisible. Any monsters nearby will "forget" about Shiren, and begin to patrol the level as they normally would if he wasn't there.

When the "escape time" expires, the Jar will disappear, and Shiren will be returned to the dungeon floor, and can act normally. This will destroy the Jar.

Throw

Throwing a Jar of Hiding at a monster will "trap" that monster inside the Jar, in the space that it was standing. Once it has a monster inside it, the jar can no longer be picked up, and you cannot walk on the space.

Attacking a Jar of Hiding that has a monster inside it will break the Jar and release the monster inside.

Throwing a Jar of Hiding with a Pitcher's Armband equipped will trap ALL monsters the Jar comes in contact with.

TIP: Be careful where you are moving if you turned on the option to attack by using the D-pad, as it is very easy to accidentally release the trapped monster.

TIP: The Pitcher's Armband trick above can be a very useful way to handle monster houses. Lure the horde into a nearby hallway, and let fly! :)

TIP: Unidentified Jars of Hiding are exceptionally easy to ID: even selecting Insert will trigger the effect (and destroy the Jar, of course). From then on, all further Jars of Hiding will be identified for you.

In-game Description: "If you put yourself in this jar, you can hide from monsters. Or, throw it at a monster to trap it inside."

Cost: 1200g + 120g per slot (3 slots: 1560g, 4 slots: 1680g, 5 slots: 1800g)

Sell Value: 360g + 36g per slot (3 slots: 468g, 4 slots: 504g, 5 slots: 540g)

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor 8-29F all all all all all all
Shop - all - - all all all
Jar of Change all all - all - all all
Walrus all all - all - all all

Jar of Holding

Type: Insert

Inserting an item into a Jar of Holding will place the item in the Jar, storing it for later retrieval.

Items can be removed from a Jar of Holding by Looking inside the Jar, selecting the item, and Taking the item. This will move the item back into Shiren's top-level inventory. If there is no room in Shiren's top-level inventory, you cannot Take an item out of a Jar of Holding.

Certain items behave differently when inside a Jar of Holding:

  • Staves inside Jars of Holding can be Swung from inside the Jar. Nonsensical, perhaps, but very useful!
  • A Staff of Stability inside a Jar of Holding will not prevent Shiren from stumbling.
  • An Herb of Revival inside a Jar of Holding will not revive Shiren if he dies.
  • Weapons, Shields, Armbands, and Arrows must be removed from the Jar before they can be equipped.Items inside a cursed Jar of Holding cannot be removed until the curse is lifted.

TIP: Jars of Holding are the primary way to expand Shiren's inventory size. Each one Shiren carries will effectively turn one top-level inventory slot into 3-5 inventory slots. TIP: Beware of monsters that target and transform inventory items. When Jars of Holding are targeted by such powers, all objects in the Jar will be affected (usually destroyed) as well. In-game Description: "Items can be placed into and removed from this useful jar without breaking it."

Cost: 1200g + 120g per slot (3 slots : 1560g, 4 slots : 1680g, 5 slots : 1800g) Sell Value: 750g + 75g per slot (3 slots : 975g, 4 slots : 1050g, 5 slots : 1125g) Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor 5-29F all all - all all all
Shop all all - - all all all
Jar of Change all all all - - all all
Walrus all all all - - all all

Jar of Identity

Type: Insert

Inserting an unidentified item into a Jar of Identity will identify that item, and take up a slot. Inserting an identified item into a Jar of Identity will have no effect beyond the slot being used.

To remove items from a Jar of Identity, you must either break the Jar (by Throwing it at a wall) or by using an Extraction Scroll.

TIP: In the Final Puzzle, if you insert an unidentified item into the Jar and it becomes identified, you can safely Name it ("Identity", for example). But do make sure the item was actually identified, rather than changed into an already-ID'd item of the same type!

In-game Description: "Put items into this jar to identify them."

Cost: 3000g + 300g per slot (3 slots: 3900g, 4 slots: 4200g, 5 slots: 4500g)

Sell Value: 900g + 90g per slot (3 slots: 1170g, 4 slots: 1260g, 5 slots: 1350g)

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - all
Shop - - - - - - all
Jar of Change - - - - - - all
Walrus - - - - - - all

Monster Jar

Type: Press

Pressing

When a Monster Jar is triggered, all charges will be expended and that many monsters will appear around Shiren. The monsters will immediately attack Shiren.

Monsters will only appear in the 3x3 square immediately around Shiren. If there are not enough spaces in that area, the 'extra' monsters will not spawn, but the charges will be expended anyway.

The monsters that spawn will be of a type found in the current level.

TIP: If you have an unidentified press jar, and believe it could be a Monster Jar, it is safer to Press the Jar in a straight hallway than in a room (as the maximum number of monsters that can spawn will be 2).

Throwing

Throwing (and breaking) a Monster Jar will create a confused monster for each charge in the Jar.

In-game Description: ??

Cost: 1500g + 150g per slot (3 slots: 1950g, 4 slots: 2100g, 5 slots: 2250g)

Sell Value: 450g + 45g per slot (3 slots: 585g, 4 slots: 630g, 5 slots, 675g)

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - all - all
Shop - - - - all - all
Jar of Change - - - - - - all
Walrus - - - - - - all

Pointless Jar

Type: Insert

Inserting an item into a Pointless Jar is really rather pointless. Throwing one will break the Jar.

To remove items from a Pointless Jar, you must either break it (by Throwing it against a wall) or, pointlessly, use an Extraction Scroll.

TIP: Pointless Jars are one of a number of items that make ID'ing items in the Final Puzzle more difficult.

In-game Description: ??

Cost: 1200g + 120g per slot (3 slots: 1560g, 4 slots: 1680g, 5 slots: 1800g)

Sell Value: 360g + 36g per slot (3 slots: 408g, 4 slots: 444g, 5 slots: 480g)

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - all
Shop - - - - - - all
Jar of Change - - - - - - all
Walrus - - - - - - all

Storehouse Jar

Type: Insert

Inserting an item into a Storehouse Jar sends the item immediately to the Storehouse at Canyon Hamlet.

There will be no notification of what has happened, and if you Look inside the Jar you will not see the item(s) you have Inserted. The only visible change will be that the Jar will now have 1 fewer slot.

If the Storehouse is full, the item will fall on the floor near Shiren, and the slot will be wasted. Inserting unpurchased items in a shop will have the same result.

Throwing a Storehouse Jar will have no effect beyond destroying the Jar.

TIP: Carrying a Storehouse Jar in dungeon areas where monsters of the Gaze family lurk can bring a dungeon run to a screeching halt (as their Hypnosis power can cause Shiren to Insert random items into random jars... like, say, Inserting your primary weapon and/or your shield into your Storehouse Jar). Be wary.

TIP: ID'ing a Storehouse Jar in the Final Puzzle is made more complicated by the existence of the Bottomless Jar, which has the nearly the same external behavior, but destroys the items instead of sending them to Canyon Hamlet. The only difference between the two is what happens when you Throw them.

In-game Description: "Items placed in this jar will be sent to the warehouse in the Canyon Hamlet."

Cost: 2500g + 250g per slot (3 slots: 3250g, 4 slots: 3500g, 5 slots: 3750g)

Sell Value: 750g + 75g per slot (3 slots: 975g, 4 slots: 1050g, 5 slots: 1125g)

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor 8-29F all all all - - all
Shop - - - - - - -
Jar of Change all all all all - - all
Walrus all all all all - - all

Strengthening Jar

Type: Insert

Inserting a weapon, shield, staff, or gitans into a Strengthening Jar will cause those items to improve every time you enter a new floor. Inserting any other type of item into the Jar will have no effect beyond wasting the slot.

Weapons and shields inside a Strengthening Jar will have their upgrade bonus increased by 1. Staves will have their number of charges increased. Gitans inside will increase in number (by 10%), but cannot exceed the maximum of 9999 per stack.

To retrieve the items inside, you must either break the Jar (by Throwing it against a wall) or using an Extraction Scroll.

The items inside will improve if and only if you go on to new floors on an adventure. If you backtrack and then go forward the items will not improve (unless, of course, you backtrack all the way to Canyon Hamlet and start a new adventure).

TIP: This jar can be found as early as floor one in the Final Puzzle. Using the rare items easy trick, and dying on floor 3, you can easily get plenty of these.

In-game Description: "If you put weapons, shields, staves or gitans into this jar and proceed to the next floor, the weapons and shields will be stronger, the staves will last longer and the amount of gitans will increase."

Cost: 10,000g + 1000g per slot

Sell Value: 3000g + 300g per slot

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - all
Shop - - - - - - all
Jar of Change - - - - - - all
Walrus - - - - - - all

Unbreakable Jar

Type: Insert

Inserting

Inserting an item into an Unbreakable Jar will have no direct effect on the item. However, it will put the item at risk of being permanently lost (see Throwing, below).

The only way to remove items from an Unbreakable Jar is by using an Extraction Scroll.

TIP: Unbreakable Jars are one of several items that make ID'ing items in the Final Puzzle more risky.

Throwing

Throwing an Unbreakable Jar will cause the Jar to bounce once, and then bounce out of the map. The Jar will be lost, and it will take any items inside with it - the items will be permanently lost.

In-game Description: ??

Cost: 3000g + 300g per slot (3 slots: 3900g, 4 slots: 4200g, 5 slots: 4500g)

Sell Value: 900g + 90g per slot (3 slots: 1170g, 4 slots: 1260g, 5 slots: 1350g)

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - all
Shop - - - - - - all
Jar of Change - - - - - - all
Walrus - - - - - - all

Venting Jar

Type: Insert

Inserting

Inserting an item into an Venting Jar will have no direct effect on the item. However, it will put the item at risk of being permanently lost (see Throwing, below).

The only way to remove items from a Venting Jar is by using an Extraction Scroll, or by somehow getting the jar cursed.

Throwing

Throwing a Venting Jar will cause the Jar to explode in a 3x3 area centered on the first object or wall it hits. Any monster, object, or wall section caught in the explosion will be permanently destroyed.

A cursed venting jar, however, will not explode, and can be thrown safely.

In-game Description: ??

Cost: 10,000g + 1000g per slot (3 slots: 13,000g, 4 slots: 14,000g, 5 slots: 15,000g)

Sell Value: 3000g + 300g per slot (3 slots: 3900g, 4 slots: 4200g, 5 slots: 4500g)

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - all
Shop - - - - - - all
Jar of Change - - - - - - all
Walrus - - - - - - all

Walrus Jar

Type: Press

Pressing

Pressing a back on a Walrus Jar will cause a Thiefwalrus to pop out of the jar, move in a straight line in the direction Shiren is facing, steal the first non-Jar item it passes over, return to Shiren, place the item into the jar, and leave.

The Thiefwalrus will travel ?? spaces. If it does not encounter an item, it will simply return without an item, and the "back" will be lost. The Thiefwalrus can travel over water, but not through walls. As Jars cannot be inside other Jars, the Theifwalrus will not pick up Jars it encounters.

The items placed inside the Jar can be retrieved either by breaking the Jar (by Throwing it against a wall) or by using an Extraction Scroll; however, the latter method will not return a "back" to the jar.

TIP: While not terribly efficient, In a pinch Walrus Jars are a simple way to pick up the items in the 2x2 island spaces that appear in some rooms.

TIP: It is very possible to steal a (non jar) item from a dungeon shop without alerting the Shopkeeper by using the jar from just outside the shop entrance.

Throwing

Throwing a Walrus Jar before all of its "backs" have been Pressed will break the Jar as normal, but will also cause a number of confused Thiefwalruses equal to the number of remaining "backs" to fall out of the Jar (in addition to any items that may be inside it).

TIP: Throwing a "fresh" Walrus Jar can actually be quite profitable, since defeating a Thiefwalrus before it steals from you causes it to drop a random item. Normally this is difficult and risky, but since the Thiefwalruses from the Jar will be confused, they cannot steal from Shiren, and will prove much easier to defeat.

In-game Description: ??

Cost: 1500g + 150g per slot (3 slots: 1950g, 4 slots: 2100g, 5 slots: 2250g)

Sell Value: 450g + 45g per slot (3 slots: 585g, 4 slots: 630g, 5 slots: 675g)

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor 8-29F all all - all - all
Shop - - - - - - -
Jar of Change all all - - - - all
Walrus all all - - - - all

Weakening Jar

Type: Insert

Inserting a weapon, shield, staff, or gitans into a Weakening Jar will cause those items to weaken every time you enter a new floor. Inserting any other type of item into the Jar will have no effect beyond wasting the slot.

Weapons and shields inside a Weakening Jar will have their upgrade bonus decreased by 1. Staves will have their number of charges decreased by 1. Gitans inside will decrease in number (by 10%).

To retrieve the items inside, you must either break the Jar (by Throwing it against a wall) or use an Extraction Scroll.

The items inside will weaken if and only if you go on to new floors on an adventure. If you backtrack and then go forward the items will not weaken (unless, of course, you backtrack all the way to Canyon Hamletand start a new adventure).

In-game Description: "If you put weapons, shields, staves or gitans into this jar and proceed to the next floor, the weapons and shields will be weaker, the staves will last less and the amount of gitans will decrease."

Cost: 10,000g + 1000g per slot (3 slots: 13,000g, 4 slots: 14,000g, 5 slots: 15,000g)

Sell Value: 3000g + 300g per slot (3 slots: 3900g, 4 slots: 4200g, 5 slots: 4500g)

Availability

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor - - - - - - all
Shop - - - - - - all
Jar of Change - - - - - - all
Walrus - - - - - - all

Special Riceball

A Special Riceball will fill Shiren up by 30 fullness and sometimes a special effect. If eaten while full, it will increase maximum fullness by 1.

Possible special effects include:

  • Will not lose fullness while on the floor.
  • All items picked up on that floor are auto-IDed.
  • Protection from poison while on the floor.
  • Protection from sleep while on the floor.
  • Fully recover HP.
  • Max strength+1.
  • Won't awake sleeping enemies.

Rotten Riceball

A Rotten Riceball can be found in dungeons or created if Shiren steps on a Rotten Trap and his Riceballs are not inside jars. Eating a Rotten Riceball will recover 30 fullness, it won't increase max fullness even when eat it when you are full. Eating it will always receive 5 damage and will have one random side effects from the following:

  • Confusion
  • Blindness
  • Sleep
  • Reduction in level by 1
  • Reduction in strength by 3

Riceball

Eating this fills you up 50 fullness points. If you eat it when you are full, your maximum fullness level will increase by 3%.

Keep Riceballs inside jars when travelling in caves, in order to prevent them from becoming Rotten when stepping on a Rotten Trap.

In-Game Description: "Eating this fills you up slightly. If you eat it when you are full, your maximum fullness level will increase slightly."

Giant Riceball

Eating this fills you up completely and increases your maximum fullness by 7%.

It can be found by thieving monsters as a Thiefwalrus or in Bonus Dungeons, and is sometimes sold in stores.

Also, when you first meet Pekeji -- the first time you go into the Bamboo Town shop -- he trips and drops several of these.

Big Riceball

Eating this fills you up 100 fullness points. If you eat it when you are full, your maximum fullness level will increase by 5%.

In-Game Description: "Eating this fills you up somewhat. If you eat it when you are full, your maximum fullness level will increase slightly."

Drop Type Kobami Valley Tainted Path Ceremonial Cave Ravine of the Dead Kitchen God Shrine Scroll Cave Final Puzzle
Floor All All All All All - All
Shop All All - - All - All
Jar of Change All All All All - - All
Walrus All All All All - - All

Windshield

Str. 12 Max 70

"A shield with strong defensive abilities, made from a special metal imbued with the power of wind."

Confirmed as being found in the main game, as a Walrus drop, from a Jar of Change, knocked away by using Armor Family Meat and in Fay's Final Puzzle, and can likely be found in any dungeon, albeit rarely.

When maximally upgraded and brought to a Blacksmith, he will say:

"I don't do shields...

Huh?

I wonder... if I change that...

Hang on for a second."

Then he goes in the back, as usual, and returns saying

"Whew...

I changed the welds to make it stronger.

But don't tell anyone, 'cause I normally don't do shields."

He then gives you a Stormward.

Kigny Shield

Rare armor only found in the Ceremonial Cave bonus dungeon. Wielding it will sometimes take a physical attack from one monster and direct the damage to another monster next to Shiren. Only occurs if there are at least 2 monsters adjacent to Shiren. Kills gained in this fashion counts towards the monster and not Shiren.

To find it, bring a pickaxe or dig-modded weapon or Pacorepkin/Death Angel meat into the dungeon, as well as an Armband of Sight or Scrolls of Light. The items are found in hidden gitan caches to which there are no passages. You must make your own with the pickaxe or pass through the walls. One of the moneybags will randomly be replaced by either the shield of the axe.