Draft:Shiren 5 Vita:Identifying Items
This article is a draft relating to Shiren the Wanderer: The Tower of Fortune and the Dice of Fate (Vita) for the PlayStation Vita. |
About This Strategy Guide
Like many roguelikes, going all the way back to Rogue itself, Shiren 5 has the concept of imperfect information about items. Depending on the situation, the player will sometimes know everything, something, or virtually nothing about items they find. Being able to efficiently identify items is a key skill in Shiren 5.
This strategy guide covers fully identifying all aspects of items and revealing this information within the game state. However, in practice, the single most important thing is that you, the player, can determine what type an item is, even if it's not identified in your game state. Being able to determine the modifier, upgrade points, and charges is also important but less so than determining the type. Once you have figured out the type, you can take advantage of the naming feature so you don't have to remember everything you've figured out but can just name it with the correct name (or any other arbitrary name that helps you).
Part one of this guide covers general tips, tricks, and techniques for identifying items. Part two covers a set of step-by-step guides for each category of item. The step-by-step guides are as mechanical and repeatable as possible, but don't skip directly to them, as they may not be fully understandable without knowing the techniques first.
Caveat: This guide doesn't go into detail about Mimic-style monsters (called N'dubba in Shiren 5). Suffice it to say it's possible that an "item" may in fact be a Mimic monster instead of an item. This is definitely possible for items that appear fully unidentified and for items that appear partially identified, but it may also be possible for items that appear fully identified. Mimics can interfere with some identification techniques (and throw you off in a variety of ways for that matter). For example, you might try testing a grass by trying to mix it into a rune, and when it doesn't mix, you might believe it is of type X. But in fact, the Mimic is imitating type Y, and if it really were an item of type Y, it would have mixed into a rune. In any case, the point is, beware that Mimic monsters can throw off your attempts to identify items.
Background Information
The terms category, type, instance, and modifiers are used in specific ways through the Shiren 5 wiki pages. Refer to the Items page for details.
Identification Model in Shiren 5
Identification should not be confused with whether you, the player, know what an item is. An item being identified in your game state means that the item will display its identity in the UI. It's entirely possible for the player to know what an item is without the game displaying the item's identity in the UI. For example, you might have tested an aspect of an item and figured out what it is without it becoming identified in your current game state, or you might have consumed an Amnesia Grass in your game but still remember which items are which. Likewise, identification is not the same as whether or not the item is registered in your Item Book. Once you've identified an item, anywhere in any run, it will be registered in your Item Book permanently, but then on future runs, that same item may again be unidentified despite being registered.
The identification state of items also varies over time and in different locations. For example, you might have a fully identified Confusion Scroll in your storage unit in Nekomaneki Village, but when you travel to Destiny's Descent, any Confusion Scrolls you find will be unidentified at first until you identify them again in that run or until you leave Destiny's Descent.
Though it's convenient shorthand to discuss items as being identified or not, item identification is not a binary state in Shiren 5. In fact, there are multiple aspects of items that can be identified or not in your current game state all independently of one another:
- Type: The item's type can be identified or not in the current game state. Once the type is identified for a single item in a given run/location, it is identified for all instances of that item.
- Modifier: Some items can be blessed, cursed, sealed, or have none of these modifiers. For items that are capable of having such modifiers, the modifier status may be identified or not, independently of the item's type being identified. This is on a per-item basis; knowing that a given Strength Bracelet is blessed won't tell you if any other Strength Bracelet is blessed/cursed/sealed/none.
- Upgrade Points: Swords and Shields have an integer upgrade value which ranges from (confirm) -99 to +99, with additional range restrictions depending on the type of item. The upgrade points can be identified or not on a per-item basis, again, independently of whether the type is identified.
- Charges: Staves have an integer number of charges ranging from 0-99, which is another per-item aspect of identification. A staff's type, it's modifier, and its charges can all be identified or not independently of one another.
There is no concept of needing to identify an item's category. An item's category is always visible and can be determined at a distance via the item's icon.
Regardless of whether the type is currently identified, for each instance of each item, the modifier, upgrade points, and charges may or may not be identified in the current game state. For example, the game may display that a given staff is a Pinning Staff, but it may not show if the staff is blessed/sealed/none or how many charges it has. (Staves may not be cursed.) Or after fully identifying all aspects of the Pinning Staff (which let's say turns out to have no modifier and 5 charges), if you then eat an Amnesia Grass, the type will no longer be identified but the number of charges will still display as 5.
Though the aspects are independent of one another, many identification techniques (e.g. targeting the item with an Identify Scroll) cause all aspects to be identified at the same time, but this is not true for all identification techniques.
The identification state of an item's (blessing/curse/seal/none) modifier is shown in the UI by a second icon overlaying part of the item's icon:
State | Overlaid Icon |
---|---|
Not identified | Yellow question mark |
Identified + blessed | Gold bell |
Identified + cursed | Gray skull |
Identified + sealed | Red X |
Identified + none | None |
When all aspects of an item are identified within the game state, the name is displayed in the normal color (salmon or pinkish-brown). When any aspect is not identified, it is displayed in yellow. If the type is not identified but the player has named it, it is displayed in green. And for swords and shields, if they have any runes, this overrides the color of the name to be blue.
Identification and Location
Which items are identified in the current game state changes based on Shiren's location and actions. The rules seem to be as follows:
- Within a location:
- Shiren can make items more identified via various actions (e.g. use an Identify Scroll)
- There is at least one known way Shiren can make items less identified: eat an Amnesia Grass
- Entering a rest area:
- The rule seems to be that everything is always fully identified when Shiren enters a rest area, no matter how he enters it (e.g. by winning, escaping, or dying in a dungeon)
- There is some evidence that the model may be more complex than this. One player reported creating new items in the Underground Manor exit room (a rest area) via breaking a Zalokleft Pot and killing the confused Zaloklefts that came out, and that these items were not fully identified, despite the fact that every other item in his inventory became fully identified when he entered the exit room. However, this hasn't been thoroughly tested in various rest areas, so we'll leave the simplest possible wording of the rule for now.
- Entering a dungeon
- For each category of item, the types of all items in the category become identified, or, they all become fully unidentified, depending on the configuration settings for that dungeon
- See the Key Parameters box on individual Locations pages for the specific configuration settings of those locations
- Example: Shiren enters Old Road, which causes all Grasses and Scrolls to have their types identified, and which causes all Bracelets, Pots, Staves, and Talismans to become fully unidentified
- Exception: if the dungeon lets you take items in, and if you take an item in that was more identified than the dungeon default, it will still be more identified
- Exception: there are some items whose types are universally identified in every location -- see below
- It's possible that dungeons have more specific rules than this, e.g. setting the identification state more specifically for specific types of items, but no one has investigated this closely
- For each category of item, the types of all items in the category become identified, or, they all become fully unidentified, depending on the configuration settings for that dungeon
Regardless of location, the types of Swords, Torches, Shields, Onigiri, Peaches, Arrows, Stones, Traps, and Others can never be unidentified. (E.g., you can always tell a Red Blade is a Red Blade, in every location, even if you haven't fully identified it.) In addition, there are 12 specific items whose types are always identified: Weeds, Escape Scroll, Tag Scroll, Gambler's Scroll, Blank Scroll, Recommend. Letter, Commend. Letter, Wet Scroll, Piece of Paper, Water Pot, and Heavenly Pot. (Why? Unclear. Working theory is that these are either "non-magic" items -- things that work exactly as they would in real life without magic such as Weeds, Tag Scroll, Water Pot, etc. -- or items the designers felt were too unfair to ever by unidentified. E.g. it would royally suck if you read an unidentified scroll deep in a successful run and it turned out to be an Escape Scroll, which provides no way to abort out of the escape!) Though it may surprise some players, 708 items out of the 900 items listed in the Shiren 5 Item Book (79%) always have their types identified! (But because 624 items are Swords and Shields from levels 1 to 8, very few of which you are likely to see on any given run, the player usually experiences a much lower rate than 79% of items with their types identified.)
Guide Part 1: Identification Techniques
Here are all the known techniques for identifying items, roughly arranged from simplest to most complex.
SPOILER WARNING! |
This page or section contains spoilers. |
Spoil yourself rotten: If you want to identify items in your game, it helps enormously to know the full extent of what items exist in the game. You can read all about all the items in Shiren 5 on the Items page. See the Categories and Checklists sections in particular. (A checklist, printed or otherwise, can be very helpful to keep track of which items you've identified in your current run.) If you don't want to be spoiled, be advised that both the Items pages and this page contain spoilers bout what items exist in the game.
Check your Item Book for unexpected information: Different dungeons have different sets of pre-identified items. In particular, there are 12 items whose types are always identified even if other items in the same categories are not, and the dungeon configuration could be more complex than that. So, if you're wondering if a given unidentified item might be X, it can't hurt to look in your Item Book while playing the game (not at the top menu) to see if X is already identified in your current game state, and if so, your unidentified item in hand is not X.
Use the item: Most items can be fully identified within your game state if you're willing to use them unidentified. A notable exception is bracelets; equipping a bracelet will identify its modifier status in your game state, but not its type. You can sometimes determine a bracelet's type by testing it in various ways, but even if you determine the type and name it, it still won't be identified in your game state. Needless to say, it isn't necessarily safe or a great idea to use an unidentified item (e.g. eating an unidentified grass that turns out to be Amnesia Grass is pretty awful), but it may sometimes be your best option. Much more detail about identifying items via usage can be found in the category-specific step-by-step guides below.
Use an Identify Scroll: This is the simplest way to identify things, but it's not ideal, as there are more efficient ways to use Identify Scrolls if you have the opportunity to do so. If you must use an Identify Scroll, consider trying to bless it first so you will still have it after using it. Sometimes (10% of the time? 25% of the time?), reading an Identify Scroll will give you a "lucky day" outcome and identify all items in your main inventory. For this reason, it's best to pack your main inventory with anything that isn't fully identified (including items you don't own) before reading an Identify Scroll, and maybe even squeeze in one more thing to identify by targeting an unidentified item at your feet as well. As a habit, I only put identified items into Preservation Pots or other fully identified pots, so I'm always ready to take advantage of a "lucky day" Identify Scroll outcome without rearranging my inventory. Bracelets are often the hardest items to identify, with pots being second hardest, so if you must read an Identify Scroll directly, target an unidentified bracelet or pot if you can.
Use a New Item Identify Scroll: I don't use this technique myself but it could theoretically be quite useful. If you've crafted a new item scroll with Identify on it (e.g. Identify was the base scroll, or any other item-targeting scroll was the base scroll and you got lucky to add Identify onto the new item scroll), you may be able to find these new items in a dungeon that doesn't let you take items in, which could be very useful. In practice, the dungeons where you are most in need of identification help tend to be dungeons that don't allow new items, and even if they did, it would be much better to get other new items rather than a new item Identify Scroll, as it could normally only be used once. (A new item Identify Bracelet, on the other hand, would be fantastic.)
Insert the item into an Identify Pot: There is no known better way to use an Identify Pot than simply to put unidentified items into it. You can do this for anything except pots, as pots can't be put into pots in Shiren 5. Given that bracelets tend to be the hardest things to fully identify, try to reserve Identify Pot spaces for bracelets. But Identify Pots aren't super rare, so if there aren't many safe grasses and scrolls left unidentified, it's not such a bad thing to put them into Identify Pots just to be sure they aren't horribly dangerous items. I will sometimes put swords and shields into Identify Pots too when it's deep in a dungeon run and most items are already identified, and I want to know if the sword/shield is worth carrying around to hopefully synthesize onto my main equipment, and I don't have the luxury of waiting to find a Strip Trap. It's usually not worth it to put talismans or staves into an Identify Pot. Talismans are trivial to identify via use, plus you know exactly how many uses you have. Staves are mostly easy to identify by use but identifying them by use won't reveal how many charges they have left. It's usually not critical to fully identify the number of charges in a staff because you can usually guess, or play conservatively (e.g., only use them in a pinch when you know they have at least one more charge, or only use them when they might be dry when you can afford for them to fail). Plus, there are other ways to identify the number of charges in a staff. So, in rough priority order, here's what to use Identify Pot spaces on: bracelets first, then grasses and scrolls, then most everything else that might need to be identified, then staves, then talismans last (or really never).
(Note: it's not possible to create new item pots, so there is no "Use a New Item Identify Pot" technique.)
Use an Identify Bracelet: Identify Bracelets are very rare but very helpful. If you plan to play a dungeon that lets you take items in, by all means, take in an Identify Bracelet or better yet craft your own new item bracelet with Identify on it and take that in instead. If you are in a dungeon that doesn't let you take items in, and you find an Identify Bracelet e.g. in a shop, you should strongly consider buying or stealing it, as it can radically improve your chances of winning the run. (If you're on a losing trajectory in your current run, but you have a risky shot at stealing one of these, it might be worth the risk.) In any case, if you have access to one of these bracelets (even if it's just for sale in a shop), equip it, then pick up every other item you see to fully identify those other items. If you're carrying something unidentified, you'll need to drop it and pick it back up again for the effect to trigger. And you can do this for items you don't own in a shop, too. (Ironically, it's possible to figure out that an unidentified bracelet is Identify, and use it to identify every other item, but the bracelet itself will still not be identified in your game state.)
Use a New Item Identify Bracelet: If you do any crafting at all, you should absolutely craft at least one new item bracelet with Identify on it. Unless you're deliberately trying to make the game harder, you should always take a new item bracelet with Identify on it everywhere that lets you take items.
Use a Special Onigiri / gain Knowledgeable Status: Eating a Special Onigiri may give you "Knowledgeable" status for the remainder of the floor. There are no other known ways to gain the Knowledgeable state, but, it acts basically the same as if you had an Identify Bracelet equipped. Each subsequent Special Onigiri gives you a new helpful reward that you haven't already gotten on that floor, so you can increase your chances of gaining "Knowledgeable" by saving up several Special Onigiri and eating them one at a time until you hopefully gain this state. (Gorger's Manor specializes in Special Onigiri so this is particularly applicable in that dungeon. That location page also has loads of details on how Special Onigiri work.) In any case, if you're Knowledgeable until you leave the floor, by all means drop anything unidentified and pick it back up again to fully identify it. Pick up everything you find or see in shops that you might possible want to fully identify it, too. If you've been saving a Monster House Scroll for a special occasion, this may be the right time to use it, esp. if the floor has a shop too so you can sell everything you don't need out of the looted monster house.
Use a wandering Character: When you first speak to a certain wandering Character, he will proactively identify all items in a random category in your main inventory, then offer to identify another single item for 500 gitan. It's good to have as many unidentified items in your main inventory as you can when you first speak to this Character, as you can't control what category of items he will choose to identify for free, and, if you do pay him to identify an item, there's a chance to get a "lucky day" outcome just as can happen with Identify Scrolls. As with most wandering Characters, you can only pay him for his services at most once per encounter. A different wandering Character offers to exorcise items in your main inventory. You can leverage this Character to determine if any of your items in main inventory are cursed or sealed without paying him. Offer to pay him for his services, and if no items in main inventory are cursed or sealed, he will tell you such and won't let you pay him. If at least one of your items in main inventory are cursed or sealed, you will have the option to select which item to try exorcising or abort.
Use equipment resonance: Certain pairs of items "resonate" when equipped together. This shows via an audiovisual flourish when the combo first activates, and gives the player a bonus of some sort. This is not a very practical way to try to identify items, as you need the necessary equipment to check for resonances, but it can help narrow things down if you have the opportunity. Specifically, there are 6 bracelets which can be identified via resonance, though 2 of these bracelets can be identified more easily by just noticing their innate effects. The 4 remaining resonances that help identify bracelets are Nap Rattle + Alert Bracelet, Baffle Axe + Anti-Cnf. Bracelet, Violent Blade + Mojo Bracelet, and True Knife + Anti-Parry Brce.. So, if you happen to have any of these 4 swords and any unknown bracelets, you can try equipping them together to either identify the bracelet via resonance or at least rule out one possibility. (Needless to say, beware of curses on unidentified equipment.) One practical trick related to this might be to deprioritize mixing these swords into your main sword to check for future bracelets. For example, an Alert Bracelet is one of the better common bracelets, so it might be worth keeping a Nap Rattle on the side until you find an Alert Bracelet, and only then synthesize/mix the Nap Rattle into your main sword.
Win and/or escape the dungeon: Winning the game or otherwise escaping the dungeon fully identifies everything in your inventory, including items in pots. (This is true for almost every dungeon, though Underground Manor doesn't allow you to take all items out on victory.) Usually you want to identify the item so you can use it to help you win the run, but this technique can be useful if there are items you need outside the dungeon, or that you need to complete your Item Book and you're afraid you won't be able to survive long enough to identify them in the dungeon. For example, among other great uses, Fever Pots are particularly useful for crafting outside of dungeons. If you've found a 3-space pot late in a difficult dungeon (Fever Pots always have 3 spots by default), and you've ruled out most other pots, and you have no way to identify it, and you're trying to farm Fever Pots out of dungeons for crafting, it might be worthwhile to just try getting it safely out of the dungeon without trying to identify it inside the dungeon and hope it's a Fever Pot. Or, maybe you've identified all but a few very dangerous grasses, and you really want a specific grass to fill out your Item Book, but it's too dangerous to try to eat it unidentified, so you take it out with you to identify it for free at home without needing to eat it.
Do a price check at a store: Refer to the Items page for background info on how prices work in Shiren 5. You can see the buy price of every item for sale, and you can find the sell price of any item you own by starting to sell it (by itself) to the shopkeeper then aborting out, and once you know either the buy or sell price, you can calculate the other by multiplying or dividing by 35% respectively. Also note that there are "price tiers" within each item category. That is, very few items have unique base prices within their categories, most items are in small groups or subsets of items within the category that all have the same base prices. Presumably this is by design so that you can't use a price check to 100% identify every item every time. Even so, price checks radically narrow down the possible items that a given unidentified item might be. In some cases, you can prove that a given unidentified item must be X because you've already identified every other item except X in that price tier. More commonly, you can considerably narrow down the possibilities then make an educated guess based on previous game experience. For instance, if you see an unidentified (and empty) 5-space pot for sale for 7,500 in a shop on an early floor, odds are very good it is a Synthesis Pot, not a Modder's Pot, as the latter is usually rarer, usually not found on early floors in most dungeons, and doesn't always have 5 spaces. Also, because the price tiers are far enough apart, you can easily use a price check to determine if an item is blessed or cursed/sealed, and if you're willing to do the math, you can even calculate how many charges are left in every staff (even if you can't determine precisely which type of staff it is). Doing a price check doesn't identify the item in your game state, but you can name the item using the Item Book name quickly, and the game keeps track of which Item Book names you've already used, which is almost as good as having it identified. If you can't narrow down the list precisely, at least name the item something like "5k-1", meaning, the 1st item you've found with a buy price of 5000, to help you keep track of what you learned from the price check. (You can try to get fancier to name something to remind you of the item's price tier + modifier status + charges remaining, for example, but keep in mind that names are per type, not per instance, so any future items you find of the same type would also have that more specific name.) Given this technique, you should at least name *every single unidentified item*, both yours and the shopkeepers, before you leave the shop. It can be cumbersome, but doing this maximizes your chances to win the run. Here are some more specific tips related to this technique:
- If you're going to use the next technique (giving an identified Identify Scroll to the shopkeeper), obviously don't bother with price checks or naming for anything that will get identified in bulk.
- For swords and shields, the types are always known, so you can never name them. But you can use a price check to see if the item has a curse or seal. If so, just sell it without bothering to identify it further (unless you need it for a rune). If not, equip it once to fully identify it.
- Occasionally you can figure out what an item is from a price check (or what it's very likely to be), and rather than naming it, if it's something you don't mind consuming immediately, it's much faster to just consume it and identify it that way. (Obviously this only works for items that become identified upon consumption, such as grasses and scrolls. And, if you're not 100% certain what the item is, it can be fatal to consume it in a shop. E.g. eating a Warp Grass with an unpaid debt in a shop can be fatal, reading a Vacuum Slash Scroll will aggro the shopkeeper and likely be fatal, etc..)
- Sometimes a price check won't be enough to identify the item, but will be enough to let you know you shouldn't bother to identify it further. E.g. most bracelets with a base buy price of 2,000 aren't that great. Strength may be the only one to bother with (though of course it's a bit of a judgment call). But if the only 2,000 tier bracelet you want is Strength, you can test to see if it's a Strength Bracelet, and if not, name it something like "!Strength-1" and just sell it. There are many possible scenarios like this (e.g. sell any bracelet less then 5,000 when you've already found Monster Detector?), though of course they're all judgement calls. Even if you've decided not to identify an item further, make sure to name it appropriately to help you if you see that type again.
- For bracelets in particular, you might find out that they are either cursed or sealed. In this case, they're *probably* cursed (curses seem more common than seals on equipment), and if it is cursed, it's *probably* not a great item. (Some bad bracelets such as Nonary seem to be cursed 100% of the time.) For example, let's say you've figured out that a bracelet is in the 5,000 tier but it's cursed or sealed. Odds are it's Monsterphobic or Itemphobic and cursed. Should you carry it around for a long time trying to find a way to remove the curse or seal and hope it's a better bracelet, or just sell it? Tough call. (But note that, if you can uncurse a Monsterphobic bracelet, it's almost as good as having a Monster Detector bracelet!) And of course if you determine that your unidentified bracelet is not cursed or sealed, you should put it on briefly to identify the modifier status even if you can't identify the type right away. (But beware of putting on unknown bracelets while inside shops, as you might "blink" (warp away) with an unpaid debt, or you might explode destroying valuable merchandise. BTW, exploding the shopkeeper still doesn't let you steal safely but does prevent you from doing business with the shop.)
- There are a handful of unique prices worth memorizing. E.g. the only scroll with a base buy price of 200 is the Identify Scroll. Look through the category-specific guides below for more tips like this.
- Sometimes, items in the same price tier are "good" and "evil" twins of one another, so to speak. For example, Synthesis Pot and Modder's Pot behave almost identically and are in the same price tier, but the latter is basically a trap to lock your items away and is much harder to use safely. Lucky Pot and Unlucky Pot. Upgrade Pot and Degrade Pot. Revival Grass and Gut Grass. Undo Grass and Repeat Grass. There are other such pairs as well. Likewise, most scrolls with an item target are in the same price tier, but you wouldn't want to mix up a Plating Scroll with an Onigiri Scroll. This was presumably a deliberate game design choice to cut down on the power of price checking (because frankly, price checks are very powerful even with these "evil twin" items). This isn't guaranteed of course, but in most dungeons, you're more likely to find the "good twin" first. (E.g. in almost every dungeon, if you find a 5-space pot that merges items on an early floor, it's extremely likely to be Synthesis not Modder's.)
Give an Identify Scroll to a shopkeeper: IMO this is the single best way to identify things in the game, and a much better use of an Identify Scroll than reading it yourself. If you give an Identify Scroll to a shopkeeper, he will fully identify all items he owns, 100% of the time. Better still, if the Identify Scroll happened to be blessed, he'll even return it to you unblessed! I recommend selling every fully unidentified item to the shopkeeper first, and maybe every partially unidentified item too. (That is, it's probably worth it to sell him both that fully unidentified pot *and* the Pinning Staff that is partially identified but you don't know how many charges it has left.) Make sure he owns everything you want identified then give him the scroll. If you plan to loot the entire floor before moving on, loot it now before using this technique, to make sure the shopkeeper owns everything unidentified you can get your hands on. It may seem like a waste, but you can identify a huge number of items all at once this way, and most of the unidentified items you were carrying around weren't really as necessary as you thought they were anyway, so you can buy back a few if you really need them. Of course, this trick is especially useful if you're skilled at stealing from shops and if it's a good floor layout conducive to theft. A few exceptions to this plan: you can identify swords and shields "enough" with just a price check, so there's no need to sell them to the shopkeeper just to fully identify them. Also if you have multiple copies of the same unidentified item, you probably only need to sell him one copy. E.g. if you have two identical pots, which have the same price check but are otherwise unidentified, you only need to sell him one for him to identify. Your other identical pot will have it's type identified but not it's modifier, however, since they had the same price check they have the same modifier status too. If the one he owns is sealed, you can safely try inserting something into your pot and, sure enough, it will reveal itself as being sealed too. Likewise with staves. You can choose to sell him only one copy first before doing the mass identification, but then you won't know how many charges are on the staves you didn't sell him. (If you really want to, you can then figure out how many charges it has left via a price check.) If you use this tricks multiple times in a single run, you'll start to run very low on unidentified types of items, and price checks will be much more likely to 100% identify remaining items.
Use traps: Some traps can help you identify items. The most common trick in this category is to leverage the Strip Trap. If you can safely do so, save equipment without equipping it until you find a Strip Trap, then try equipping everything you have that isn't identified yet. This will fully identify swords and shields and partially identify bracelets (it will show you if they are blessed, cursed, or sealed). If anything is cursed, you can use the Strip Trap to remove it. It's a good habit to never leave a Strip Trap until all your equipment is as identified as you can make it. But there are other tricks in this category too. A Trip Trap can be used to identify a Balance Staff. If you find a Trip Trap, put down all your pots for safekeeping then deliberately trigger the Trip Trap. If you have a Balance Staff (or Nagging Staff!) in your inventory, you'll figure it out. You can also use Spin Traps and Sleep Traps to test if a bracelet is Anti-Cnf. Bracelet or Alert Bracelet respectively. (Theoretically, you could also try to identify an Anti-Curse Bracelet via a Curse Trap, but this is particularly hazardous as you might end up cursing or sealing something you didn't want to, or you might get caught by a monster when all your items are on the ground.) There may be other less common tricks in this category as well. Don't forget, you can find and/or create more traps via Perception Grass, Trap Scroll, Trap Bracelet, Multiplication Trap, or by leading Mecharoid monsters around without killing them. (There are also other ways to turn traps into useful opportunities that having nothing to do with identifying items, like throwing rocks on arrow traps to generate arrows—see the Traps page for details.)
Use Synthesis Pots and Mixer monsters: You can identify some items by trying to use them in synthesis or mixer recipes. Basically, assume/hope the item is what you want it to be and try using it in a synthesis or mixer recipe. If the recipe succeeds, it will be identified in your game state, and if it fails, well, at least you've ruled out one thing the item might have been. There are a few different forms of this technique:
- Swords and shields are always identified in terms of their type, but their modifier status (blessed/cursed/sealed/none) and upgrade value are not identified by default. (To the best of my knowledge, it is impossible to find swords and shields with runes pre-placed on them.) Maybe you want a sword or shield for your base equipment, or maybe you just want it for it's rune and/or it's upgrade points, but it's not identified yet, there's no Strip Trap handy, and it's dangerous to put it on to identify it that way. In this case, it may be beneficial to just synthesize or mix it anyway. The type is known so you know if it will make a good rune or not. The upgrade points will be between -1 and +3, and empirically speaking, you're much more likely to gain or at least stay neutral than you are to lose upgrade points. (In my experience, -1 seems to come up about 5% or 10% of the time, 0 comes up about 40% of the time, and +1 to +3 comes up about 50% to 55% of the time. It may vary by dungeon.) The modifier status of the resulting item will equal the modifier status of the last item synthesized or mixed, which you can use to your advantage to eliminate the chance of getting a curse or seal on the resulting item. For example, with a Synthesis Pot, you can put in your base sword first, then 3 unknown swords, then finish with a 5th sword that is known not to have a curse or seal.
- Similar to the above, you can synthesize staves together as well. It's usually lower priority than swords/shields, but if you have the spare synthesis capacity and are tight on inventory space, why not? It's certainly better than wasting synthesis capacity. Better still, if you merge together two staves and one of them was fully identified (that is, you could see its modifier status and charges), the resulting item will also be fully identified. Huzzah! You can merge those 5 Pinning Staves, only one of which was fully identified, and the resulting staff will have a huge number of charges and be fully identified! But what about blessing and seals? Again, the resulting item will have the modifier status of the last item in the synthesis. You could risk putting in an unidentified staff in last, hoping to preserve a blessing, but IMO there's not much point in taking this risk, just put in a fully identified staff last to ensure you don't end up with a staff with a huge number of charges that is also sealed. Naturally, if you do happen to have one staff that is blessed, by all means, put that one in last.
- But the single best trick in this category is to try to use a Mixer to make a rune. This technique can be used with any Mixer recipe and any item that might be one of the recipe's ingredients, but it's particularly easy to test single-item recipes because you don't have to juggle as many items around. In terms of single-item recipes, it's particularly great to try this technique with unidentified grasses, especially on swords, because a huge portion of grasses make good runes on swords. (Beware trying this with unidentified scrolls though, because IIRC, Mixer monsters turn scrolls that don't get converted into runes into Pieces of Paper aka mush.) Throw the unknown item in first then the sword or shield, which should get rid of any seal if the unknown item had one. If the recipe succeeds, the unidentified item will be gone, transformed into a rune, and its type will be identified in your game state. (I think this also identifies the sword or shield too, though this needs confirmation.) If it fails, then you know which types the unidentified item isn't. (If a grass doesn't mix with a sword, you've ruled out about half the grasses—and it might be one of more valuable grasses like Undo or Revival.) Certain runes are so valuable that it may be worth testing for them even if the unknown item has a very low chance of being the item you need. (For example, you could make a Refining rune if the unknown pot is an Upgrade Pot, or a Healing rune if you have a Heal Pot and the unknown item is a Heal Bracelet.) Beware that your items may in fact be Mimic-type monsters, so a recipe can fail even when you have all the right "types" of items. In other words, that grass you thought wasn't a mixer recipe ingredient and named appropriately may in fact be an ingredient after all, it's just that the copy you were testing was a Mimic monster in disguise.
Get clues from item attributes or special item behavior: Some item attributes can help you narrow down the possibilities for what an item might be, at least far enough to help you make an educated guess. Here are some examples, but more info about these techniques are in the step-by-step guides below.
- Some pots are Insert-type pots while others are Open-type pots. Look at this first to narrow down the possibilities.
- Different pots have different possible capacities by default. Some can have a capacity of 3-5 by default, some can have a capacity of 2-4 by default, and two pots have specific capacities only. (Synthesis Pots are always 5 spaces by default and Fever Pots are always 3 spaces by default.) So, an unknown pot's capacity is a clue as to what type of pot it might be.
- Different staves seem to have different ranges for charge capacity as well, but you usually can't tell how many charges a staff has until you've identified it via other means anyway (plus, many of them are easy to identify via a single use).
- Some scrolls target items and can be aborted. If you read an unidentified scroll and it asks you to select an item target, abort and think about it some more, as now it is one of a much narrower set of possible scrolls.
- Some scrolls trigger by being dropped on the ground outside shops, though you usually can't use them again unless the happened to have been blessed.
- Sometimes you may know an item is cursed (or probably cursed—it could be sealed) without knowing what type it is, such as by using a price check at a store. Though I don't have a specific formula, some item types are vastly more likely to be cursed than others. E.g. Monsterphobic and Itemphobic bracelets seem to be more likely to be cursed than Monster Detector and Item Detector bracelets, and Nonary is either cursed all the time or it just seems like it. Knowing this can help you narrow down to make an educated guess.
- For bracelets in particular, you can equip them and test them in specific ways to either determine their types or rule out types that they aren't. E.g. if you equip an unknown bracelet that isn't sealed and you still can't walk through walls, the bracelet is not Wall Clip.
Get clues from context / experience / intuition: To my knowledge, no one has yet reverse engineered the code to dump out the item distribution tables used in dungeon generation. Nor has anyone run a controlled experiment to try to determine exactly how likely a given item is to appear in a given location. (If this last sounds impossible, the original author of this webpage did precisely this experiment for Fay's Puzzles in Mystery Dungeon: Shiren the Wanderer, and it helped him understand what kinds of items he was likely to find on future attempts of FFP. Crazy, perhaps, not the most useful experiment ever run, perhaps, but impossible, no. He hasn't bothered trying this for Shiren 5 because there are a huge number of bonus dungeons that might benefit from such effort, rather than a single final challenge dungeon as in Shiren 1.) Short of reverse engineering or careful experimentation, the next best thing is intuition based on experience. For example, in most dungeons, you're vastly more likely to find cheap but helpful consumable items on early dungeon floors, so don't worry about them being Amnesia Grass or SuperUnlucky Seed. Items relevant to nighttime play, such as torches, Night-Day Scrolls, and Light Scrolls, apparently cannot appear in daytime-only dungeons. (I suspect but have not yet confirmed that Night-Day Scrolls also cannot appear in the single nighttime-only dungeon.) In most dungeons, early 5-spot pots have a very high chance to be Synthesis Pots, and failing that, most "kind" dungeons have generous helpings of Preservation Pots so even if your unknown pot wasn't a Synthesis Pot you might still be able to get your items out because it was a Preservation Pot instead. (But never place multiple items into an unknown pot in a single action! Go slow, one at a time!) If you found several copies of an item-targeting scroll early on, odds are they are Identify Scrolls, because they seem to be the most common of the item-targeting scrolls in most dungeons. Also, you might be able to specifically identify a handful of grasses if they were thrown at you by specific monsters and they happened to miss you. (If you need a reminder in these cases, you probably have the information you need in your Monster Book.) The odds of finding different items depend upon the dungeon, depth, and how it was found (pre-placed on the floor, monster drop, normal shop, elite/VIP shop, Pick-A-Choice shop, Presto Pot, etc.) and possibly on other variables as well. In addition to using intuition and experience to identify what items might be, you can also rule out what they are not. E.g. it is 100% impossible to find a stock Floating Bracelet in the Tower of Fortune. Unfortunately, it's hard to be more precise than this without a data dump or experiment. The Locations page for each dungeon has some specific tips. Hopefully others will contribute the benefit of their wisdom to this wiki with some great tips on where to find specific items and how item distribution/generation is controlled in general. (The Japanese wiki may have more explicit information on which specific items can appear in different locations.)
Use rescues: This is not yet confirmed to work in Shiren 5, but it worked in Shiren 1. It's also a bit borderline / sketchy, but I'm listing it here for completeness. Theoretically, you could die with unidentified items and request rescue. Then a 2nd player (or multiple other players, or you under a 2nd profile) could try to rescue you and in the process identify the items in question. Then, the 2nd player(s) could convey this information to you and rescue you. You could then revive and name the items based on the information received from your rescuer(s). The player community used a similar trick extensively in Shiren 1 to map out Rescue Passwords for Items, in effect performing community item farming via rescue passwords. Whether or not this method would interfere with your sense of personal achievement in the game, it is slow and potentially error-prone, even if you were playing both profiles yourself.
Use save scumming: This is even more borderline / sketchy as it's clearly bypassing the design of the game, but one could use save scumming to backup one's save file, identify all their items potentially in destructive ways such as just consuming them, then restore to the older game state and have extra information about their unidentified items. I list this for completeness, but I don't rely on this technique for any step-by-step guides below.
Guide Part 2: Step-By-Step Guides for Each Category of Items
Each of the below guides pretends that a given unidentified item could be any possible item in the same category. This is absolutely not true. Where and how the item was generated has a huge impact on what the item might be, and how likely that possibility is. But, we don't have access to great info about these probabilities, so the step-by-step guides assume anything is possible and help you deterministically narrow down the choices. These guides assume you are familiar with all the techniques documented above. And again, these guides currently ignore the possibility that a given "item" might be a Mimic-style monster.
Swords and Shields
Refer to the Swords and Shields pages for info on items in these categories.
The techniques to fully identify swords and shields are the same.
The type of a sword/shield is always fully identified. E.g. you can always see the difference between an Ordinary Stick and a Red Blade. So the only parts to identify are the modifier and the upgrade value. (Randomly-generated level 1 swords/shields never have runes, but high-level swords/shields given as dungeon completion reward items and high-level new item swords/shields always have the runes that would have manifested on them had they leveled up normally.)
By far the best techniques are the Strip Trap, Price Check, and Synthesis Pot / Mixer Monster techniques listed above. If you don't need to equip these items, wait until you find a Strip Trap then fully identify all of them. Or, wait until you find a shop and price check them, equip them to fully identify them if they aren't cursed or sealed, or sell them without identifying them if they are cursed or sealed (unless you need them for runes). Don't forget there are multiple ways to find and create more traps, the single most effective of which is to lead Mecharoid monsters around, letting them create more traps which are also visible. Alternatively, if you have extra synthesis / mixing capacity, consider using it on unidentified items.
Early in a run, when you don't have much to lose, it's safer to equip more items and just take the risk, and you'll likely need to equip something when you can anyway just to stay alive. Later in a run, when you have a lot to lose, it's best not to risk this, and hold out for a way to positively identify it doesn't have a curse before equipping it to fully identify it. (Strip Trap, Price Check, Synthesis Pot / Mixer Monster, giving an Identify Scroll to a shopkeeper, extra Identity Pot capacity, etc..) Another possibility is to just proactively exorcise or bless it if you have spare capacity to do so, then you can safely equip it to fully identify it and reveal its upgrade value.
If you're stuck with a cursed sword/shield equipped, and you have unidentified scrolls you don't mind identifying by reading them, wait until you're done with the floor and about to leave and there are no monsters or Characters around, position yourself just inside a large room (in case the scroll is Monster House), then target the cursed item with as many unidentified scrolls as you can. Exorcism, (either Fate or Earth), Plating, Sale, Onigiri, Blessing, and Fixer Scrolls will all fix your problem—that's 7 scrolls out of 52 that will fix the problem! Not bad odds. Over and above those 7, a Curse Scroll has a 50% chance of converting a curse into a seal, and there's a chance a Darth Scroll might also work though this has not been confirmed. See Blessings, Curses, and Seals for the zillions of ways to deal with this challenge.
Bracelets
Refer to the Bracelets page for info on items in this category.
Identifying bracelets is tougher than any other category of item (with the possible exception of pots) and very important to winning your run. Bracelets can be cursed as well as sealed, and their type can't be identified by use. Worse, there's a vast difference in utility between the worst and best bracelets. Prioritize putting them into Identify Pots whenever possible. If you have an Identify Scroll and can't wait to do a mass identification at a shop, prepare for a "lucky day" outcome and target an un-identified bracelet with your Identify Scroll.
First tricky question: should you equip an unknown, possibly cursed bracelet when you have no other bracelets? Unclear. Most bracelets aren't really that helpful, but a handful are very helpful. If it's early in your run and you don't have much to lose, why not? But if you're starting to have something to lose, it's best to hold off until you can find a Strip Trap or create one via Mecharoid monster. Whenever you find a Strip Trap, equip everything unidentified before you leave the area and use the Strip Trap to remove any cursed items.
Second tricky question: if a bracelet is cursed, should you just name it something like "Cursed1" and get rid of it? Also unclear. Some bracelets (such as Nonary) seem to be cursed 100% of the time, so the fact that it's cursed changes the odds of what type it might be for the worse. (Seals aren't a clue—don't hold a seal against a bracelet.) If the bracelet is cursed but helps you see remote monsters or items (5 types do this), it's worth holding on to until you can remove the curse. (A Monsterphobic bracelet is almost as kickass as a Monster Detector bracelet, provided you can take the former off before you share a room with any monsters.) If a bracelet is cursed and doesn't help you see remote monsters or items, there's still a chance it's something useful (aka not Nonary), so hold on to it at least until you start feeling inventory pressure.
Third tricky question: if a bracelet is not cursed or sealed but you can't immediately figure out what type it is, should you wear it? Again, unclear. The right answer is probably "yes" if you're in an easier dungeon and "no" if you're in a more difficult dungeon (which can have a wide variety of bad bracelets early on).
Very rarely, it's possible to identify a bracelet via resonance. If you happen to have a Nap Rattle, Baffle Axe, Violent Blade, True Knife, Counter Shield, or Student Shield handy, you can try equipping them with your unknown bracelet and see if they resonate. See the identifying-via-resonance section above and the Item Resonances page for more info.
Some bracelets that are virtually impossible to find randomly: Trapper, Night Ward, and Floating. Trapper might be possible to find in Gen's Turf or Trapper's Sandbox, but no one has yet reported finding them except as reward items. Night Ward and Floating can be obtained via wishes in Inori Cave, but the only place either of these bracelets has ever been reported to be found randomly is that Floating Bracelets can rarely be found pre-placed or in shops in Rousing Paradise. Either way, your random unidentified bracelet is virtually guaranteed not to be any of these.
But let's assume your given unidentified bracelet could be anything and progressively narrow it down. Let's also assume you've already confirmed that it isn't cursed, or, you're willing to take the risk of equipping it anyway. Equip it when there are no monsters around and you can spare a few turns to do some tests, then test for these bracelets:
- Strength: you can see your strength go up/down by 3 when you equip/unequip it. Name it and equip it until you find something better.
- Growth: you will see the experience needed for the next level go down by 1 for each step you take. Name it and equip it until you find something better.
- Monster Detector *or* Monsterphobic: you will see remote monsters in your view and on your mini map. Keep testing: see if it causes you 10 damage every turn while there is a monster in the same room as you. If not, it's Monster Detector—one of the best not rare bracelets in the game! If being in the same room with monsters does cause you damage, it's Monsterphobic, which is still very helpful, you just have to use it cautiously (e.g. equip it to find remote monsters, then unequip it before you get in the same room with them). Note it's impossible to tell if this is working if you're in a great hall floor or if you've read a Navigation Scroll on the current floor, so you can try again on another floor. New monsters tend to spawn every 30 turns in most dungeons, so even if you've cleared lots of monsters, odds are there are still more somewhere on the map to help you identify these bracelets.
- Item Detector *or* Itemphobic: you can see remote items in your view and on your mini map. If you've already explored the floor, you'll either have no items on the floor or they'll still be on your map, and the test will be invalid, so try it again on a new floor. As with the above pair, these can be quite helpful. Again, test further to tell the difference between Item Detector and Itemphobic—the latter will cause you 10 damage every time you pick up an item. Itemphobic is great to use when you first start a new floor, though of course Item Detector is better (and Monster Detector is better still).
- Scout: there's no way you found this first, but if you can remotely see both monsters and items where you've never been, fantastic, name this bracelet and *definitely* use it. This is such a great bracelet it's worth blessing it when you can to help keep it safe.
- Can. Arm: shoot an arrow or worthless item at a wall, and not in a direction where it might pass through walls and hit a remote shopkeeper or other Character. If it flies off into infinity (and if you don't have Can. Arm status already e.g. from eating a Dracon Grass), then your bracelet is Can. Arm. Take it off or use it carefully. There are definitely some good reasons to use a Can. Arm bracelet, including a little-known tip of hitting 5+ monsters in the same turn (e.g. by shooting an arrow down a hallway) to heal yourself. But I personally prefer never using this bracelet, as it's too likely I'll throw something off to infinity by mistake. Never throw a valuable item while wearing an unknown bracelet without first checking if it's Can. Arm! E.g. it can really suck to throw that full Synthesis Pot off into infinity, or to throw your main weapon at a Mixer only to have it fly away forever. (But hey, at least there's a secret trophy for throwing a Synthesis Pot while wearing this bracelet.)
- Waterwalk *or* Floating: make sure you have no scrolls, onigiri, or peaches in main inventory, then try walking on water. (Those items can be damaged or destroyed by walking on water.) Floating is virtually impossible to find, but Waterwalk can be found somewhat commonly. Get your hopes up that it might be Floating, try also walking on void or a non-dangerous trap, confirm that it doesn't work and have your hopes dashed, then name your bracelet Waterwalk. Waterwalk is extremely useful on floors with "water walls", letting you casually walk away from most other monsters, and can help in other situations as well (e.g. sometimes a river will lead to a vault, it can help you get items off of islands, and it might help you rob a store), but generally isn't one of the best bracelets. Name it then use it or sell it at your pleasure.
- Wall Clip: make sure you have over 10 HP and try walking through a wall. Again, these can be very helpful in certain ways such as helping you rob a store, but not generally one of the best bracelets. As above, name it then use it or sell it as you see fit.
- Identify: there's no way you found this first, but it's easy enough to test for it. Drop an unidentified item and pick it up again. If the other item is now identified, huzzah! This is one of the best bracelets in the game! You shouldn't necessarily keep it equipped at all times—other bracelets such as Monster Detector can help you stay alive if you wear it regularly—but you should definitely keep it and use it to identify basically every item you ever find. (Ironically, you can't use an Identify Bracelet to identify itself, so you'll have to settle for naming it.) This is so valuable it's worth blessing it when you can to help keep it safe.
By this point, we've named or ruled out 14 types of bracelets out of 34 possible types. If you still don't know what it is, it's probably best not to do any additional tests and not to wear it, but instead wait for a shop to price check or mass identify via shopkeeper. There are more tests you can run to find or rule out more types, but they are less convenient and more dangerous, and going out of your way to test for all of these things might contribute to your starvation more than to your success. But if you'd like to continue testing, here are some techniques:
- Heal: carefully watch how fast your HP regens without the bracelet on, then put it on after a big fight and watch how fast your HP regens now. If you regen much faster than normal with the bracelet on, it's Heal. Great! Don't wear it often else you'll starve, but wear it as needed in a pinch (e.g. during or after a big fight), and/or save it to make a great rune.
- Anti-Cnf.: when you find a Spin Trap and it's safe to do so, put on the bracelet and try triggering the trap.
- Alert: when you find a Sleep Trap and it's safe to do so, put on the bracelet and try triggering the trap.
- Inacc.: find an isolated monster that is far away (but no more than 10 spaces) and not particularly dangerous, equip the bracelet, and try throwing some projectiles at it. If you miss all your shots, at least ~5 times in a row, it's probably Inacc.. There's no point in throwing more than 10 projectiles, as the odds of missing 10 times in a row without it being Inacc. are extremely low. There is no great use for this bracelet, name it and sell or toss it.
- Critical: find an isolated monster that is no threat and barely does any damage, equip this bracelet, and let the monster hit you ~5 times, and no more than 10 times. If the monster never hits you critically, the bracelet isn't Critical. Again, there is no great use for this bracelet, so just name it and sell or toss it.
- Dozer *or* Blink *or* Explosion: make sure there are no monsters anywhere nearby, make sure you have no unpaid debts at any shops, then equip this bracelet and wait or walk around for 10-20 turns. If possible, do not move towards danger during this test. Dozer will cause you to spontaneously fall asleep, Blink will cause you to spontaneously warp, and Explosion will cause you to spontaneously explode. If one of these things happens, double check the message log and your feet to make sure it wasn't because of a monster or trap, and if not, name the bracelet. There's no great use for Dozer, so sell or toss it. Blink has a small chance to be handy, so maybe hang onto it or maybe sell/toss it. Explosion is an ingredient in some powerful runes, though in practice you might have to carry it around as dead weight for a long time until you can find all the other ingredients you need and also find a Mixer large enough to mix the rune recipe, so it might be better to just sell or toss it.
As you can see, experiments in this 2nd batch are harder to pull off at will and safely, and for not very much return. You probably shouldn't run this 2nd batch of tests, as you may starve if you did, and even if you did, you're only up to 22 types of bracelets named or ruled out out of 34 possible types. There are of course ways to test for even more types of bracelets, but you start needing even more rare circumstances to try them, and the effects start getting very difficult to detect, so the ROI just goes down even further. Odds are very good you'll find some other way to identify the bracelet before you could test for all types.
So at this point in the guide, I'll assume you've only ruled out the 1st 14 bracelets from the 1st set of tests, and you've now found a shop, and you're willing to do price checks but are unable or unwilling to do mass identification by giving an identified Identify Scroll to the shopkeeper. Here's what we can learn from price checks.
Base buy price (sell price) | 2,000 (700) | 3,000 (1,050) | 5,000 (1,750) | 10,000 (3,500) | 30,000 (10,500) | 50,000 (17,500) |
Bracelets we haven't ruled out yet | Inacc.
Bunch |
Cleansing
Anti-Cnf. Alert Anti-Crs. Staunch Mojo Critical Trap Monster Summoner Dozer |
Heal
Alleyway Blink Explosion Nonary |
Anti-Parry
Time Stop |
VIP | |
Bracelets we have ruled out already | Can. Arm
Strength |
Monster Detector
Item Detector Waterwalk Wall Clip Monsterphobic Itemphobic |
Growth
Floating |
Identify
Scout Trapper Night Ward |
IMO (and other experts may disagree), if your goal is to try to maximize your chances to win the run, the green bracelets are the best ones to try to identify and use. Most of the red ones are useful, but they're not as useful as the green ones or they're just very rare, so pragmatically speaking, you want to hunt for the green ones. Even among the green ones, some are only useful temporarily (e.g. Growth) until you can find a better green one (e.g. Scout).
Are there any in the bottom row that you haven't ruled out yet? Rule them out now per the tests mentioned above, but beware testing bracelets in a shop! I once absent-mindedly thought I'd test an unpurchased bracelet to see if it was Wall Clip—and it was, and I was branded a thief unexpectedly and couldn't survive.
OK, you've ruled out everything in the bottom row already. What's left in the top row? If the base buy price is 2,000, 10,000, or 50,000, you don't really need it to win, so could just name it with the price and stop trying to fully identify it. (If it's 50K, of course, you could name it with the correct type, not just its price.) As tempting as it might be to get Anti-Parry, Time Stop, and/or VIP, if you've already got one or more green bracelets, is it really worth the inventory space and cost (or risk to steal) to get them? OTOH, if the base buy price is 3K or 5K, there are two green bracelets worth trying to identify. It's hard to test for Alert and Heal on demand especially while you're in a shop and you may not even own the bracelet in question. As always, if you don't have any better information, name it with the price like "3K-1" or "5K-1" (meaning, the 1st bracelet you've named at those price tiers) so you have that information for all future copies you ever find. Never use the same name for different item types in the same run; the game lets you do this but it's very hard to tell them apart later.
OK, time for the fourth tricky question. The shopkeeper is selling a bracelet for 3K or 5K and it might be Alert or Heal respectively. Should you buy it, or risk stealing it? Unclear, and it really depends on the particulars of your situation. Odds are against it being the Alert or Heal, unless you've already identified most of the other bracelets at the 3K and 5K tiers. If you can do a mass identification via shopkeeper, this is a good time to consider it, especially if you have plenty of other unidentified things you'd like to sell and identify at the same time. Or, if you're rich, they aren't that expensive, so you could just buy them and try to find opportunities to test for them (e.g. find a Sleep Trap), preferably on the same floor so you could sell it back to the shopkeeper if it's not the type you want (after re-naming it something more precise like "!Alert-1"). OTOH, if you already have a great bracelet or two such as Monster Detector—perhaps the single most useful bracelet at helping you win the run which is also not that difficult to find—maybe don't bother trying to get an Alert Bracelet. I'd still rather have it even with a Monster Detector (e.g. to wear during great hall monster houses), but it's less critical when you have other excellent bracelets to use. Heal on the other hand is one ingredient for the super helpful Healing rune recipe, so it's definitely worth trying to ID it even if you have Monster Detector.
Beyond this, if you still can't figure out what it is, do mass identification at the shop or identify it the old fashioned way via Identify Pot or Identify Scroll.
Grasses and Scrolls
Refer to the Grasses and Scrolls pages for info on items in these categories.
The techniques to fully identify grasses and scrolls are similar and related enough that it's best to cover them in one section.
Grasses and Scrolls are (normally) single use items. They become identified in your game state when you eat or read them respectively. (One notable exception: eating an Amnesia Grass will make you forget everything you've identified so far on this run and re-randomize the placeholder descriptions for every item type. But it's rare enough in every location that it shouldn't make you hesitant to consume grasses, at least not early in your run when you don't have much to lose and the odds are very low that you've found an Amnesia Grass.)
Given you can identify them by eating/reading them and thus mostly wasting the first copy of that type, should you do so? The short answer is "yes, in the early part of your run and when you need to free up inventory space".
Many times, you'll find yourself tight on inventory and need to make painful choices about what to keep and what to consume immediately or toss. This tends to happen by 5F-10F on dungeons that have a reasonable number of items per floor. This early on, you likely don't have much to lose yet, and, in most dungeons, you can't find anything really dangerous that early in the run anyway, so taking some risks isn't a bad idea. If you happen to have an Identify Pot, it's probably best *not* to use spaces for unidentified grasses or scrolls yet—more on this later. And if you happen to have an Identify Scroll, don't waste it by targeting an unidentified grass or scroll. (If you really want to read the Identify Scroll now, target something harder to identify like a bracelet or pot, and by all means keep your unidentified grasses and scrolls in main inventory and hope for a "lucky day" outcome.) Consuming/wasting a few items to identify them is a good option at this point.
So, which should you choose? Prioritize reading scrolls before eating grasses for a few reasons:
- Scrolls can be blessed so you can sometimes get a 2nd use out of them after you know what they are.
- Reading some scrolls requires you to target an item, which can be aborted and is a big clue as to what it is.
- Some grasses are so powerful (e.g. Revival, Undo) that it's a shame to waste them, and some are so bad (e.g. Amnesia, Imabikiso, and SuperUnlucky) that it's dangerous to eat them at all.
- Many grasses can make good runes, especially on swords, which can really help the viability of your run, and if an unknown grass does turn into a rune, it becomes identified in your game state.
The safest way to read unidentified scrolls is to clear out monsters from the floor (as much as you can), then stand just inside a room that isn't a shop, next to a hallway that leads to another room with the exit stairs. Clearing the floor of monsters helps if the unidentified scroll happens to be Attraction or Gathering. Standing near an exit helps if it happens to be Monster House. (If it is Monster House and you start to get overwhelmed, in a pinch, you can retreat to the stairs and exit the floor.) If it's Grounded or Muzzled, just change floors to clear the bad status. If the scroll asks you to target an item, defer wasting it for a bit as you can hopefully put it to better use, and hopefully you can free up enough inventory by wasting untargeted scrolls.
If you still need to free up inventory, it's hard to say which is best to waste next (targeted scrolls vs. grasses), but let's go with targeted scrolls. These will either be Identify or an item enhancing/destroying scroll with a base buy price of 500. It's a real shame to waste an Identify Scroll, but if wasting an unidentified targeted scroll is your best option, at least prepare for a "lucky day" identification outcome. Depending on what targeted scrolls you've already identified, you will need to adjust your target accordingly, but if you haven't identified any yet, a good target is a sword or shield with no modifiers or upgrade points that isn't your primary equipment. This way, you may be able to capture the value of a helpful scroll (e.g. Plating, Fate, Earth) by adding that value to a temporary item then mixing it with your main equipment later, and if the scroll destroys the targeted sword/shield (e.g. Sale, Onigiri), there was no real loss. If by chance you have a cursed bracelet equipped and don't mind destroying it, target it with all the unidentified targeted scrolls you can get your hands on.
If you still need to compress inventory further, start eating unidentified grasses. Make sure you have room in your stomach (so you don't waste the food value of the grass), make sure you've mostly cleared out the floor and are as far away from monsters and Characters as possible (in case it's Sleepy, Confusion, Blinding, Rage, etc.), and stand in an exterior room facing outward (so you don't aggro a faraway shopkeeper or other Character if it's Dragon).
Don't flush out your entire inventory of unidentified grasses unless you truly need the space, because you can also identify many grasses without wasting them by trying to mix them into runes. Check the Monsters section of the Location page for your current dungeon and search for "Mixer" to see on what floor you can next encounter Mixer monsters. 18 grasses out of 34 can be used to make good runes, and none turn into bad runes! Making a rune is usually the single best use for a grass (at least until you have enough copies of that rune), and it identifies the type too, so it's a good idea to try mixing all unidentified grasses into runes whenever you have access to Mixers. If they don't mix, consider naming them appropriately (e.g. "!Mix-1"). If you have plenty of opportunity to mix runes, try mixing grasses on shields first, as you are usually tighter on rune space on your sword, and only if it doesn't mix on a shield then try mixing it on a sword. If you don't have plenty of opportunity to mix runes, just try mixing directly on swords, but beware of hitting your rune limit. (If you max out on runes on your main equipment, consider spreading additional runes around so you only have 1-2 on any given piece of extra equipment. This takes up more inventory space, but it lets you mix in runes 1-2 at a time onto your primary equipment as it gains rune space. If you instead max out runes on your main equipment and also max out runes on a secondary piece of equipment, you probably won't be able to mix them without losing runes until your primary equipment reaches level 8, when most equipment gains infinite rune capacity.)
(It's not a good idea to try this same trick with scrolls. While it would work to identify a scroll that does make a rune, very few scrolls make runes, and if it's a scroll that doesn't make a rune, IIRC the Mixer will destroy the scroll, turning it into a Piece of Paper aka mush.)
If you've tried turning a grass into a rune and it didn't work, that's a huge clue as to what type of grass it might be. Now it's starting to be much more likely to be very powerful or very dangerous. If you still need to free up inventory space, it's not *too* risky to just consume the grass if you found it on an early floor. Most dungeons aren't evil enough to put the truly dangerous items on early floors, but a handful might.
Using the above tricks, you can sometimes knock out a bunch of nasty things early on, when they're not very damaging, like Bankruptcy, Attraction, Gathering, Muzzled, and Grounded Scrolls (to name a few) and like SuperUnlucky Seed (which drops you back to level 1 but isn't so painful if you were only level 5 when you ate it). But of course, as your run progresses, and you're starting to have a lot to lose, and you've already identified many of the safer items, it gets more and more risky to identify grasses and scrolls by using them. So for the rest of this section, we'll assume that you have a grass or scroll that is too risky to identify by consuming it. (Exception: if you're starving to death, eating an unknown grass late in the run is better than dying.)
Now it's best to wait to find a shop and price check all your unidentified grasses and scrolls (and other items). Price checks are fantastic clues, considerably narrowing down the possibilities, sometimes even to a single item. See the techniques section above for details on how to maximize price checks, and see the prices of all items in the category on the category info page. Also, here are some base buy prices (sell prices) worth remembering:
- Grasses
- 10 (3): This will be Weeds, but it should always be pre-identified for you anyway. Don't necessarily just toss or eat it for food value though because it can make a good rune.
- 200 (70): This will be Heal. Makes a good rune, or can be used to heal, or can be used to raise max HP by 3.
- 1,000 (350): This will either be Revival or Gut. Revival Grass is super helpful for winning your run, and Gut Grass is Revival Grass's evil twin that doesn't work. It's important to not eat these outright until you can tell which one it is. Revival Grass is more common but don't count on it being that in a particularly nasty dungeon. Prioritize fully identifying this within your game state, even if that means selling it to a shopkeeper and buying it back again at a loss after mass identification. If it's Gut Grass, eat it or sell it quickly. (I don't know what happens if you collapse with both Gut Grass and Revival Grass in your inventory, but it might prevent you from reviving.) If it's Revival Grass, prioritize blessing it ASAP, both to prevent it from being sealed or turned into an onigiri, and also so that it will protect you twice. If it loses the blessing, bless it again! If it's not blessed, it's safer to keep it in a Preservation Pot though don't put all your most valuable things in a single pot of course. If it is blessed, it may be safer to keep it in main inventory rather than to keep it in an unblessed Preservation Pot.
- 1,500 (525): This will either be Undo or Repeat. Identical handling to Revival/Gut as mentioned above.
- 5,000 (1,750): This will either be Angel or SuperUnlucky. Angel Grass tends to be the more common of the two though that's not guaranteed in particularly dangerous or evil dungeons. It's rarely a good idea to consume an Angel Grass, not because the effect isn't good, but because you usually don't need to gain 3 levels, and the rune effect is far better. (Of course, if you already have that rune on both your sword and shield, eating subsequent Angel Grasses is a fine use for them.) Oddly, there is actually a good reason to consume a SuperUnlucky Seed in some situations, e.g. if your level is so high that your HP regeneration is dangerously low, but we won't go into the details of this possibility here as it has nothing to do with identifying items. Likely the best way to use both of these grasses is to turn them into runes, so it's not critical you tell which is which, just avoid consuming them and mix them into runes when you can.
- Scrolls
- 200 (70): This will be Identify. Yay! If you've found one of these, you'll still need to identify it in your game state before you can give it to the shopkeeper for mass identification. Scour the floor and your inventory to try to find another one, so you can identify one by reading it (preparing for a "lucky day" outcome so you may not need to sell a ton of your items to the shopkeeper just to identify them), and if the first one don't give you a "lucky day", go ahead and use the 2nd one to mass identify items with the shopkeeper if so desired. If the scroll happens to have a buy price of 220 / sell price of 77, congratulations, it's a blessed Identify Scroll and you can read it once then still give it to the shopkeeper. Or if you happen to have a way to bless it, great, bless it then read it to identify it, then give it to the shopkeeper if so desired.
- 500 (175): This will be an item-targeting scroll of some kind. (The only other item-targeting scroll is Identify at 200.)
- 5,000 (1,750): This will be Blank, but it should always be pre-identified for you anyway.
- 10,000 (3,500): This will be Extinction. It might be worth buying or stealing this. If you try to steal it and the theft goes awry, you can throw it at a shopkeeper (and hope it hits). This will wipe out all shopkeepers on the floor; don't worry, it doesn't kill you and it doesn't mean you won't find shopkeepers later in the dungeon. But do hurry off the floor anyway as more shopkeepers will continue to spawn. If you don't need it against the shopkeepers, save it for a particularly nasty family of monsters. Dragons are a great choice, as the last few floors of many dungeons are filled with the highest level dragons which can roast you from long distance.
Practically speaking, price checking everything and naming them with the clues from prices can be a PITA. You may or may not want to bother, depending on how hard you want to try to win your current run. It's common to get mostly-benign and mostly not-super-helpful grasses and scrolls early on, so you can certainly play faster and almost as successfully by just consuming them.
Needless to say, if you've found a shop and you have the opportunity to give the shopkeeper an identified Identify Scroll, you should strongly consider selling everything unknown you have to the shopkeeper and doing a mass identification. The most thorough way to maximize your chances of winning the run are to do price checks first and only decide whether or not to do a mass identification afterwards, as you may get enough info from the price checks so have to sell fewer items to the shopkeeper, or just pass on the mass identification because you don't have enough unidentified items left and want to wait for the next shop. Practically speaking, it's much faster to just skip the price check, sell everything unidentified, and do the mass identification right away. Yes, this gives up some advantage, but it's a much faster way to play, and odds are you won't want every item anyway, and if you're good at theft, you may be able to steal back everything you want anyway (after first selling everything else you own to the shopkeeper for extra money and stealing those items back too).
For completeness sake, here are some additional techniques that can be used to identify grasses and scrolls, though I don't recommend using them:
- Naming items then throwing them at monsters: You could name a grass something like "Test1" and throw it at a monster to see what it does. Many grasses have unique magical effects when you hit a monster with them, so you may be able to tell what it was without risking eating it yourself. But this doesn't identify the type in your game state, so you'd have to keep notes outside the game (screenshots are one convenient way to do so) so you can name it correctly the next time you find that type. Throwing unidentified scrolls at monsters has a very low chance of helping you figure out what scroll it was, as most will just do 2 HP of damage. (There are two scrolls with known unusual effects when you hit a monster with them, and both of them are extremely rare: (1) Extinction will "extinct" the entire monster family of the monster you hit for the rest of the run or until you "extinct" a different monster family, and (2) Squid Sushi will turn a Squid monster into food if you hit them with it.)
- Seeing if scrolls stick to the ground: It is possible to drop scrolls on the ground (not in shops or boss battles) to see if they stick to the ground. (Sticking to the ground means the icon changes to an open scroll when you walk away; if it happens to have been blessed, you can still pick it up once and it will just lose the blessing but be usable one more time.) There are 3 scrolls that stick to the ground: Light, Sanctuary, and Oil. (Any others?) If your scroll didn't stick to the ground, you've ruled out those types. If it does stick to the ground, this still doesn't identify the type in your game state, so do more tests. If a monster can't walk over it, it's Sanctuary. If a monster gains "Tottering" status when walking over it, it's Oil. Else it's Light. (Note that you can't find a Light Scroll unless you're in a dungeon that can experience night.) If you plan to do this test, drop the scroll just inside the entrance to a room, to guarantee that monsters will eventually try to walk over it. But note that, if you're planning to do this test, you'll be mostly wasting these 3 scrolls anyway and without identifying them in your game state, so it might have been better to have just read them.
Later, you'll find more copies of grasses and scrolls for which you know the type but don't know the modifier. When you know the type, it's usually not worth it to try to figure out if it's blessed or sealed (it can't be cursed) proactively. Just be careful to use it when you need it but when it wouldn't kill you if it failed due to being sealed. OTOH if it's a particularly valuable type such as Revival or Undo, by all means, proactively put it into a Blessing Pot to ensure it's blessed, or into an Exorcism Pot to ensure it's at least not sealed. When you get to a shop, price check all grasses and scrolls for which you don't know the modifier, selling those that are sealed and that you don't care to unseal, or again, do a mass identification with the shopkeeper just to reveal the seal/blessing in your game state so you don't have to keep track of it yourself. Later in the game, esp. after a few successful theft attempts, money won't be much of an object anyway, so it's worth spending some gitans to reveal the modifier state in your game, or the shop might be extremely safe and easy to rob.
Pots
Refer to the Pots page for info on items in this category.
Pots are difficult to identify, 2nd possibly only to bracelets. You can't put them into an Identify Pot either making identification that much harder.
First, let's try narrowing down the possibilities based on the pot's sub-type, it's capacity, where you found it, and let's rule out pre-identified types as well. Check to see if your pot is an insert-type pot or an open-type pot and use the correct column of the chart below accordingly. Next, consider the capacity of the pot when you first found it. While this is not 100% confirmed, it seems to be true that pots always have a capacity of either 2-4 spaces by default or 3-5 spaces by default. There are two exceptions: Synthesis Pots always have 5 spaces to begin with, and Fever Pots always have 3 spaces to begin with. (See the Pots page for more info.) So you can always rule out either Synthesis or Fever or both, and if your unknown pot has a capacity of 2 spaces or 5 spaces, you can rule out a lot more types as well. Third, consider where you found the pot. Pots in red text are so rare that they seem to be impossible to find in easier dungeons (or are at least very unlikely to be found), and, they seem to be impossible to find on an early floor (e.g. floor 1-9F) in any dungeon. This is a bit of a judgement call but it can help you narrow down the likely possibilities more quickly. Finally, there are two types of pots (in strikethrough font) that seem to be pre-identified in every location, so your unknown pot is probably not one of these types. Here's a chart summarizing these clues:
Insert-type Pots | Open-type Pots | |
Starting Capacity: 2-4 | Exorcism
Blessing Curse Black Hole Upgrade Degrade Lucky Unlucky Zen Dodger Perceptive Reflection |
Hilarious |
Starting Capacity: 3 | Fever | |
Starting Capacity: 3-5 | Preservation
Ordinary Sale Presto Identify Sticky Hide Unbreakable 4-2-8 Modder's Floramorph Grilling |
Heal
Zalokleft Klein Monster
Shrine Maid.
|
Starting Capacity: 5 | Synthesis |
Between the above clues and the process of elimination as you identify more types of pots, you can start to narrow down the choices quickly.
By all means, if you have access to a shop, use price checks to narrow down the choices further. You can see and sort by prices on the Pots page. Here are some tips related to prices (prices shown are base buy prices):
- 2,000: Only Water and Heavenly have this base buy price. Heavenly is extremely rare, but Water appears to be pre-identified for you in every location. (Why? Best guess is that a Water Pot is basically a real pot not a magic one, and real items seem to always be pre-identified (e.g. Weeds, Tag Scroll, etc.).) So if you have an unknown pot with a base buy price of 2,000, check your Item Book to see if Water is already pre-dentified, and if so, you've got yourself a rare Heavenly Pot.
- 2,500: All pots with this base buy price are incense-burning pots and will destroy any item inserted.
- 3,500: All of the other open-type pots besides Water and Heavenly have this base buy price, so at least you can rule out Water and Heavenly. Try to rule out types by capacity too.
- 6,000: Only Synthesis and Modder's have this base buy price, and Synthesis is vastly more common in most locations, especially on early floors. Synthesis is also always 5 spaces by default, so if your pot has fewer spaces, it's Modder's. Double check your Item Book to see if either type has been named or identified yet. If not, it's still mostly (but not entirely) safe to just assume it's a Synthesis Pot, especially if you don't have much to lose yet on your current run. Name it Synthesis, use it as if it's Synthesis, then try to break it against a wall, and if it doesn't break, rename it to be Modder's and rage quit your run. (Just kidding. Mostly.) (You could of course be paranoid and name it Synthesis then try to break it while it's empty / before putting anything inside. If it breaks, you named it correctly, and if it doesn't, rename it to be Modder's. But wasting a Synthesis Pot like this will likely make your run harder to win.)
- 10,000: 5 rare pots share this base buy price. You may be able to rule out more types via capacity. You can also just watch closely for unexpected inventory changes over the course of (say) 3 floors to hopefully see the effects of either Lucky or Unlucky. Or, you can try mixing it into a rune on a sword or shield, and if it does make a rune (Refining), it should identify the type for you in your game state. (The Refining rune is pretty kick-ass, so this is a fine way to use an Upgrade Pot. You can also then tag your piece of equipment with this rune to extract the valuable rune out of the dungeon even if you die on the current run.) Or, you can just hope it's an Upgrade Pot and try inserting a single identified but expendable sword or shield then change floors and see if it upgraded the contents.
If you have access to both a shop and an identified Identify Scroll, you should strongly consider use mass identification to identify all your pots, especially if you have 5+ items that are difficult to identify.
But let's say you can only tell insert-type pots apart from open-type pots, you can't learn anything from capacity or where the pot was found, and you don't have access to a shop yet. Should you jump right in and start trying to identify pots by using them, or should you hold off? You can start whenever you'd like, but I recommend waiting until you're tight on inventory and forced to either use or abandon something, or forced to insert items into unknown insert-type pots. I also recommend prioritizing identifying grasses and scrolls (which often involves consuming them and thus freeing up inventory space) ahead of identifying pots. The longer you can wait, the more different items you will have to choose from to insert into insert-type pots.
Identifying pots by use is not as difficult as it seems. Open-type pots are easier so let's start with them. Using an open-type pot will identify it in your game state right away, so that's easy enough. The trick is to maximize the benefit and minimize the risk of the charge you will be using to identify the pot, which you can do by setting up as if it will be Zalokleft, but taking precautions as if it will be Monster. Do not assume it will be Heal and use it with low HP, and do not assume it will be Hilarious and use it with monsters nearby, as those sorts of risks can get you killed. Wait until you find a shop, put the best non-pot item you'd like to steal near a shop exit, leave the shop and face the item (horizontally or vertically, not diagonally) while in a hallway. Make sure there are only 2 hallway spaces anywhere around you. Have some emergency gear available if possible (e.g. Warp Grass, Confusion Scroll, etc.). Then open the pot once. If it's Zalokleft, congratulations, you just identified it within your game state and stole a great item to boot. Most of the other types are innocuous—the worst thing is that you just wasted a charge—but Monster is of course dangerous. But since you're in a good location, there are at most 2 monsters adjacent to you, so you can either fight them or use your emergency supplies if needed. (Obviously, you can adjust this system as you can rule out some open-type pots by elimination.) You may also be able to do a similar trick with items on small islands, though you'll have to get lucky to have an item you can grab in a straight line from a hallway entrance. Worst case, if you can't wait to find a shop or island to loot, at least find a place where there are at most 2 hallway spots around you (a dead end might be the safest choice), then put a non-pot item down on the ground in front of you. The item you put down should be something you want to keep but that you don't need on short notice—e.g. a synthesis or mixer ingredient, not an emergency item. This way, if the pot is Zalokleft, at least you freed up an inventory space.
It's harder to identify an insert-type pot by use but not terribly hard. Clear the area of monsters and make sure nothing you care about is on the ground around you, including shopkeepers/Characters. (If the pot is Fever, you don't want it destroying anything valuable around you.) Choose a non-pot item to sacrifice for the test. (Never insert multiple items at the same time into an unknown pot, always insert them one at a time and adjust your plans based on what you learn from each inserted item.) What should you use as a test item? There is no one perfect answer to this question, and which types of pots you've already identified should inform the choice, but here's some guidance:
- Short answer / general case: Probably the single best item to choose is a correctly named but unidentified staff, that you don't mind losing, that is sealed if you have a sealed one, and preferably one that you have a 2nd copy of if possible. It's good to use an item you don't mind losing, as there are many types of pots that can damage or destroy or trap items. All else being equal, it's better to choose something known but not identified, so you can tell if the pot is Identify or Presto, and because if your item was completely unknown and gets destroyed, you've lost the opportunity to identify it. All else being equal, it's better to choose an item that can be both blessed and sealed (e.g. not an arrow, stone, or talisman), to help identify Blessing, Exorcism, and Curse pots. Use an item that can synthesize and for which you have another item to synthesize it with, so you can test for Synthesis and Modder's if appropriate. Using a cursed or sealed item when possible is good, as you can't use it anyway so it wouldn't be a big loss if it were lost, and if the pot turns out to be Exorcism, Blessing, Synthesis, or Modder's, it would either fix the curse/seal directly or give you the opportunity to fix it via synthesis if it's a synthesizeable type of item.
- Special consideration for possible Synthesis Pots: Synthesis Pots help the viability of your run considerably. They're also relatively common especially on early floors in most dungeons. If Synthesis is not yet identified or otherwise ruled out, if your unknown pot has 5 spaces, especially if you found it on an early floor, and especially if you found multiple copies of the same pot and they're all 5 spaces, there's a very good chance it's Synthesis. In this case, choose an item you don't mind losing but that could take advantage of Synthesis if that's what it turns out to be. Plan out how you would use the pot if it is Synthesis in the usual way (see the Crafting pages for more info), while keeping in mind that the items you insert might still be lost. Note that the general recommendation of a staff that you wouldn't mind losing but for which you have a 2nd copy is still a good choice here. Another good choice is a sword or shield that is tied for the strongest type you've ever found, but that doesn't have any upgrade points and doesn't make a rune you need. Whatever you choose, if inserting the test item doesn't alter it (and you can't remove it), insert another item of the same type and see if they synthesize. If so, odds are very high that it's Synthesis at this point, so name it, complete your synthesis plans, and try to break the pot. If it doesn't break, rename it Modder's and cry and consider rage quitting because you were extremely unlucky.
- Special consideration for 2-space pots: Small pots have a higher chance to be very valuable types. Though this is not 100% confirmed, working theory is that there are 12 insert-type pots that can be created with 2 spaces, which fall into 3 buckets. Bucket 1: Black Hole, Zen, Dodger, Perceptive, and Reflection will destroy the inserted item. Bucket 2: Exorcism, Blessing, and Curse will visibly alter the item if it had a different modifier status to begin with. Bucket 3: Upgrade, Degrade, Lucky, and Unlucky will not visibly alter the item and some of these are pretty valuable (and they all sell for a lot). In this case, I recommend choosing a test item that you wouldn't mind losing but that could reveal Upgrade and Degrade pots. Specifically, a sword or shield that is identified, that has no blessing/curse/seal, that has no upgrade points, and that doesn't make a rune you need. Insert the item. If it disappears or it becomes blessed/cursed/sealed, it will either be identified in your game state or you can name it correctly. If not, the possibilities are down to bucket 3 or Exorcism. But rather than inserting another item right away, pay close attention to everything in your inventory, change floors once, and look at the inserted item again. If it gained 1 upgrade point, the pot is Upgrade—very valuable! If it lost 3 upgrade points, it's Degrade—still valuable to sell. If the inserted item didn't change, you can try inserting a cursed/sealed item next to see if the pot is Exorcism, and if not, pay close attention to your inventory over time to see if items spontaneously become blessed (then the pot is Lucky) or if they spontaneously become cursed/sealed (then the pot is Unlucky).
But let's say your pot could be any insert-type of pot, and you don't have the perfect test item handy, so you've decided to insert an identified grass which is neither blessed nor sealed. You can figure out about half of the possible insert-type pots from this one test, some of which will be identified in your game state for you and the rest of which you'll have to name yourself:
Type | Effect |
---|---|
Preservation | You'll be able to take the item out again |
Sale | The item will turn into a gitan bag |
Presto | The item will turn into something else (not a flower or gitan bag). (Theoretically it could transform into the same type of item, throwing off the test, but this is so unlikely we'll pretend it's not possible.) |
Blessing | The item will become blessed (bell icon) |
Curse | The item will become sealed (red X icon) |
Black Hole | The item will be destroyed without making an incense |
Sticky | The pot will stick to your hand and you won't be able to do anything that requires hands until you fight enough monsters to break the pot. The pot's type will be identified in your game state. |
Hide | You'll hide inside the pot, and the pot's type will be identified in your game state |
Zen | The item will be destroyed and make a colored incense, and the pot's type will be identified in your game state |
Dodger | ditto |
Perceptive | ditto |
Reflection | ditto |
Floramorph | The item will turn into a flower |
OK, so now you've either identified/named the item or you've ruled out about half the possibilities. The best thing to do at this point is to probably wait to find a shop to price check or mass identify items, but if you want to keep testing, here are the next steps.
There are only 4 more common types of pots at this point: Ordinary, Synthesis, Identify, Exorcism. If it wasn't 5 spots to begin with, it's not Synthesis, so skip this paragraph. If it was 5 spots to begin with, it very well might be Synthesis, but it's still too risky to test for this with great equipment. Choose a pair of items that could synthesize that you don't really care about. Maybe use this opportunity to hopefully get rid of a curse or seal on a piece of equipment that makes a great rune, or maybe don't risk it on equipment and instead try to merge a pair of not-super-valuable staves. Either way, if at all possible, choose an item that is either sealed or unidentified or preferably both as your next item to insert. If it gets unsealed or identified, you know it's Exorcism or Identify and can stop here. If neither, it's still probably Synthesis but could be Ordinary (or a less common type of pot). Put in your next item and see if it synthesizes. If the items synthesize, odds are very high that it's Synthesis not Modder's. Name it Synthesize now, use the last 2 spaces to synthesize right away if possible, and try to break it. If it doesn't break, rename it Modder's, cry, and/or quit your run. (But hey! You didn't insert your best stuff, right? So you'll probably be fine, and can just sell the Modder's Pot and all the contents, as it's very unlikely you'll find an Extraction Scroll in good time to use it.) If you've put in 3 items to your 5-spot pot and ruled out Synthesis, Modder's, Identify, and Exorcism, it may be Ordinary or it may be something rarer, but either way you should probably stop inserting items and wait to do a price check (which is now more complicated due to the pot having contents), mass identify via shopkeeper, or find some other means of identifying this pot.
By this point, you've ruled out Synthesis (because it wasn't a 5-space pot or via testing) but it still could be Ordinary, Identify, Exorcism, or a rarer type of pot. If possible, insert an item that is both sealed and unidentified next, something that is a different type than anything you've inserted before. If the item unseals, the pot is Exorcism. If the item becomes identified, the pot is Identify. If the pot blows up, it was Fever and should be identified within your game state. (You weren't standing near any important items or Characters on the ground, right?)
By this point, you've now ruled out the 13 types in the chart above, Synthesis, Identify, Exorcism, and Fever (either because it's not 3 spaces or because it hasn't blown up yet). What's left? Ordinary, Unbreakable, 4-2-8, and Modder's (which aren't super rare) as well as Upgrade, Degrade, Lucky, Unlucky, and Grilling (which are very rare). 9 possibilities left. If you can do so, wait until you find a shop to at least do a price check. Here are the only possible base buy prices left. You may have to do more math because the pots have contents now, or you can just estimate because the remaining tiers are pretty far apart.
- 600: Ordinary, 4-2-8
- 1,000: Unbreakable
- 6,000: Modder's
- 10,000: Upgrade, Degrade, Lucky, Unlucky, Grilling
If it has a base buy price of 1,000 or 6,000, name it Unbreakable or Modder's respectively, confirm that you can't break it by throwing it against a wall, and you're done.
4-2-8 is almost like the evil twin of Ordinary. Ordinary can be quite useful, e.g. to carry around and help protect synthesis/mixer ingredients until you're ready to use them, or to carry around expensive items you just want to sell. But putting items in 4-2-8 is really unfortunate, as you can't get the contents out safely without a rare-ish Extraction Scroll (or possibly by sealing the pot). How do you tell them apart? I'm not aware of any way to do so via usage, you must one of the other techniques at the top of this document, mass identification via shopkeeper being one good choice. Alternatively, you can name it something like "Ord?", throw it at a wall with nothing important around it, and see if it explodes. You won't be able to rename it to the correct type until you find another copy though, so take notes or save a screenshot to help you remember.
By this point you're down to only the 5 most valuable and rarest types of pots. Again, this is a great time to find another means to identify the pot such as mass identification via shopkeeper. This is doubly true if you need to identify these items in your game state to flesh out your Item Book. But some final tests can help you distinguish between these last few types if you really can't or don't want to identify them in some other way.
- Upgrade: If you've already inserted an identified sword, shield, or staff into this pot, or are willing to do so now, you'll notice it gain one upgrade point or charge every time you change floors. If this happens, count your lucky stars and fill the pot with other things you want to improve. Alternatively, if you have access to a Mixer monster, try mixing your unknown pot with a sword or shield. If it mixes, it will make the awesome Refining rune and be identified in your game state, and if it doesn't mix, you've at least ruled out Upgrade.
- Degrade: If you've already inserted an identified sword, shield, or staff into this pot, or are willing to do so now, you'll notice it lose three upgrade points or charges every time you change floors. I'm not aware of any rune you can make with this pot (though it might be worth testing again). You can break the pot and get the contents out (before they degrade any further) if so desired, but a possible good use for this pot is to fill the remaining spots with valuable items you want to sell that can't degrade (e.g. bracelets) and sell it for a ton of money the next time you find a shop or Sale Scroll.
- Lucky: If you carry this around for several floors, you should spontaneously see an item in your main inventory gain a blessing, or maybe one of your pots grew when you weren't looking (not confirmed).
- Unlucky: If you carry this around for several floors, you should spontaneously see an item in your main inventory gain a curse or seal, or maybe a pot shrank when you weren't looking (not confirmed).
- Grilling: You can test for this type right away by inserting a non-grilled onigiri that you don't mind grilling and seeing if it becomes a Grilled Onigiri. But it's best to defer this test until after you've confirmed it's not any of the 4 other rare types, or at least until you've ruled out Upgrade. This type of pot is very rare, especially outside of Onigiri Hollow, and wasting any spaces in an Upgrade Pot is a real shame as it wastes a great opportunity to improve items and thus improve your chance to win the run. If you've done the test for Upgrade/Degrade and ruled them out, and if you've changed floors many times and seen no spontaneous blessings, curses, or seals appear, you've identified Grilling by the process of elimination.
If you tried to use your pot and found it sealed, pots are valuable enough that it's probably worth carrying around until you can unseal it or at least price check it if you can manage the space. Unlike a curse, a seal doesn't tell you anything about the probability that the underlying item is "good" or "bad".
Needless to say, if you've named a pot that you don't have in your Item Book yet, prioritize fully identifying it. See the full list of techniques at the top of this document. My favorite methods are mass identification via shopkeeper, escaping the dungeon right away (completing your Item Book is more helpful than winning any one particular run IMO), or in a pinch using an Identify Scroll on it after preparing for a hopeful "lucky day" outcome.
Staves
Refer to the Staves page for info on items in this category.
Most staves are trivial to identify via use, so it's best to try this first and deprioritize other methods. Generally speaking, it's best to try identifying staves by use right away as soon as you have a safe opportunity to do so, so you know what they are as early as possible, before you need them in a pinch. That being said, be aware that there is one type of staff that can kill you outright if you use it with less than 51 HP. This type virtually never appears on early floors when you're low level, except in a few evil/dangerous dungeons, so I usually just go ahead and test all my staves as soon as I get them. There are risks to testing staves with less than 51 HP, and there are risks to waiting and possibly running into trouble when you don't know what your staves are.
Find an isolated monster many spaces away, a monster you can beat trivially even if it levels up or is otherwise enhanced, a monster that is not maximum level. Have at least 26 and preferably 51 HP or accept the tiny risk that you may die while testing this staff. Wave your staff one time only at the monster. If the staff is sealed, the seal will reveal itself and you'll have to try again later or try with another technique—more on this below. But usually it's not sealed and a bolt will hit the monster, in which case you can figure out all of these types with a single shot:
Type | Effect |
---|---|
Swap | You change places with the monster |
Knockback | The monster is knocked back up to 10 spaces. If it hits a wall or other obstacle, it will take 5 HP of damage. |
Pinning | You will jump forward to the space right in front of the monster |
Transient | The monster will both warp *and gain paralyzed status* (check your message log carefully) |
Seal | The monster will become sealed and have a seal icon over its head |
Clone | The monster will look like Shiren and other monsters will try to kill it instead of trying to kill you |
Paralysis | The monster will become paralyzed |
Slow | The monster will slow down |
Swift | The monster will speed up |
Glorious | The monster will level up to the next form in that monster family, and will lose all status ailments |
Mage | The monster will be warped away (but not paralyzed!), confused, put to sleep, or slowed. The first 3 of these effects are unique to this type. |
Electric | The monster will take 25 damage (50 if the staff is blessed), and this damage will chain to all adjacent living creatures |
Trap Del. | The monster will take 2 damage (4 if the staff is blessed) |
Boring | The monster will take 10 damage (20 if the staff is blessed) |
Fort. | A breakable wall will appear in front of you |
Drama | A "sad skit" will be performed (no effect) |
Sacrifice | A log will hit you on your left side, knocking you up to 10 spaces to your right (confirm these directions) |
Shocking | You will take 25 damage (50 if the staff is blessed), and this damage will chain to all adjacent living creatures |
Note that both Slow and Mage can slow monsters. In practice, if an unknown staff slows a monster, there's not much harm in just naming it Slow and treating it as if it's Slow until you can determine otherwise.
Congratulations! You've just figured out 18 out of 24 possible types with a single shot! But you're not done there. Try letting the monster hit you once. If the monster does X damage to you then you immediately take X damage as well (not from the monster hitting you on its next turn), the staff is Empathy. (The monster will take some damage from a Counter Shield or Retribution rune, but not the same amount of damage that it dealt to you.) Now try hitting the monster once. If the monster survives your hit but you take an identical amount of damage that you just dealt to the monster, the staff was Sharing. (Be careful not to get yourself killed while testing for Sharing! Be safe, heal up as needed! And save that Sharing Staff to make a great rune.) You've now figured out a whopping 20 different types from a single staff bolt! You'll know what it is but it won't be identified in your game state, so name it.
If you still don't know what type of staff it is, there are only 4 types left: Unlucky, Balance, Ordinary, and Nagging. Next time you find a Trip Trap, clear the area, put down all your breakables (pots), and deliberately trigger the trip trap. This will reveal the identity of both Balance and Nagging staves, though again, you'll have to name them yourself.
There are only 2 possibilities left: Unlucky and Ordinary. Find a level 2 monster and again zap it with a bolt. If the staff is Unlucky, the monster will level down (and lose all status ailments), and if not, by process of elimination, you have an Ordinary Staff. Again, you'll need to name it yourself.
After a single test against an early monster and getting it down to just 4 types, you may find a shop before trying the other tests. Of these 4 types, Unlucky has a base buy price of 1800, while the rest have a base buy price of 900, so you can easily figure out the Unlucky Staff that way. If you've already found a Trip Trap to test for Balance/Nagging, and your unidentified staff has a base buy price of 900, it's Ordinary.
OK, you've named the type, but it's still not identified in your game state and you don't know the number of charges. In practice, this isn't really a problem. All staves have 4-7 charges by default, so you know you have at least 4 shots total (unless it was eaten/pecked at by a monster, which drains it). Just be conservative and don't use it when you need it to have another charge but it might be empty.
Working theory is that each different type of staff starts with either 4-6 charges or 5-7 charges. Theoretically, this could be used to help you identify what type of staff it is (e.g. if you did a price check and found that it had 4 or 7 charges to begin with). But no one has yet tried to document the possible charges for each type of staff, and again, practically speaking, it's not very important to try to do so as you can identify the type via use and just be conservative in how you use them.
If you want to fully identify the staff and see the number of charges, a mass identification at a shopkeeper is your best bet, though you can of course use many of the other techniques documented at the top of this page. This is more important to do when it's later in the run, when you're richer and can afford the loss of selling a staff just to identify it then buying it back again, or when it's a trivial theft opportunity, or when you really don't need the staff anyway (e.g. because you've used it a few times so it only has a few charges left at most). Alternatively, if you have at least one fully identified staff of a given type, you can merge multiple copies together via synthesis/mixing and the resulting staff will be fully identified as well. (Don't risk putting an unidentified staff in last, else the resulting staff might be sealed. On the flip side, if one of your same-type staves is blessed, do put that one in last and the resulting staff will be blessed. You can waste a charge on any copy of any staff to reveal if it's blessed or sealed if you really want to know, or you can just merge multiple copies and make sure the last one merged is not sealed. Merging a set of staves where none of them are identified is probably a good idea to save on inventory space, but the game will show 0 charges used on the resulting staff, so you'll have to keep track of your estimated number of charges remaining separately, which can get tricky. If you've merged lots of staves but can't see how many charges they have left, that's a great reason to include them in a mass identification effort.)
If you don't have this type of staff in your Item Book yet, it's more important to prioritize identifying it in your game state. In this case, it becomes higher priority to use an Identify Pot or Identify Scroll on it, or just escape the dungeon, or you can just wait for an opportunity to mass identify via a shopkeeper or target some other item with an Identify Scroll and hope for a "lucky day" outcome.
Often, you'll become tight on inventory and have to choose which items to put in Preservation Pots. It's usually best to keep fully unknown items in main inventory as long as you can, to conveniently take advantage of a "lucky day" outcome from an Identify Scroll or wandering Character, so it's probably best to put correctly named staves (except for Balance) in Preservation Pots to free up space. (Using your good luck to identify more types of items is usually more important than using your good luck to identify how many charges are left in correctly named staves.) If you haven't tested a staff yet and can afford to keep it in main inventory, do so, both for the "lucky day" possibility and because you might hit a Trip Trap and figure out that one of your unknown staves happens to be Balance or Nagging.
If you know a given staff is sealed but you don't know it's type, how should you proceed to identify it? It's probably best just to wait for an opportunity to mass identify items at a shopkeeper if you can afford to carry it around until the opportunity comes up. Sealed unidentified staves can also make good choices to use as test items to help identify pots—see the Pots section of this page for more details. If you have the opportunity to exorcise the staff, great, because then you can be reasonably certain you'll be able to identify it. (Or you might want to preserve your exorcism capability for something more valuable, and hope to find another copy of this staff to test later.) It's probably not worth it to bless an unknown staff just so you can identify it, as there are usually more important targets to bless (e.g. Undo Grass, Revival Grass, Plating Scroll, Fate Scroll, Earth Scroll, etc.). While staves can definitely make a big difference in the viability of your run, there are higher priority targets for Identify Pots and Identify Scrolls, such as bracelets, especially given this particular copy of the staff is sealed and you won't be able to use it even if you find out it's a great type of staff.
Talismans
Refer to the Talismans page for info on items in this category.
Talismans are trivial to identify via use, so its not a priority to identify them any other way. Talismans can't be blessed, cursed, or sealed, so it's just a question of identifying their type. Find an isolated monster several spaces away (but within 10 spaces so you can hit them with a thrown talisman), a monster that you could beat trivially even it levels up or is otherwise enhanced, and throw a talisman at them. Do this at your earliest opportunity, so you know what your items are before you need them in a pinch. Since talismans never appear as single items, you'll always have one or more copies to name after hitting the monster with one copy, though you might have to go pick up copies from the ground that missed their target.
One gotcha that might trip you up when identifying a talisman by use is that a Sleep Talisman gives the monster Asleep status, while a Slumber Talisman gives the monster Sound Asleep status. There are other minor name differences as well (e.g. a Fear Talisman gives Afraid Status), but they're easy to figure out.
You can't use this technique if Dodger status is active. In this case, just try again on the next floor.
If you keep missing monsters with your thrown talismans over and over again, and if Dodger status is not active, you're probably wearing an Inacc. Bracelet. Name the bracelet if it's not identified, unequip it, and test your talismans again. (5+ misses in a row is pretty strong evidence that an unknown bracelet is Inacc..)
Using a talisman lets you know its type, but won't identify it in your game state. This is completely not a problem unless it bugs you or you're trying to complete your Item Book. If it's just bugging you, wait until the next time you're going to do a mass identification at a shopkeeper and sell him one copy (or the entire stack if they're not really useful) to include them in the mass identification effort. Or, keep them in your main inventory when you read an Identify Scroll (targeting an item that's harder to identify like a bracelet or a pot) and hope for a "lucky day" outcome. If you really want to identify it in your game state ASAP to complete your Item Book, obviously you can use one of the more direct methods such as inserting one copy into an Identify Pot, targeting the stack with an Identify Scroll, or just escaping the dungeon.
Torches, Onigiri, Peaches, Arrows, Stones, Traps, and Others
Refer to the various category pages linked at the bottom of the Items page for info on items in these categories.
For all items in these categories, the item type is always known, they cannot be cursed, and it doesn't matter much if they are blessed, so the only possible unknown information you might want to figure out is whether or not it is sealed. Arrows, Stones, and probably Traps as well cannot have any blessing/curse/seal modifier, so there is 100% nothing that can be unknown about them. For the rest, practically speaking, it's not important to determine in advance if they are sealed. Just try to use them when you need them, but not when you would suffer greatly if they turn out to be sealed. If they weren't sealed, great, you used them when you wanted to, and if they were sealed, then the seal will be revealed in your game state.
If you can reveal the modifier status in your game state "for free", such as by having an Identify Bracelet or Knowledgeable Status, by all means, use the opportunity to reveal the modifier status on all your items.
You can reveal the modifier status of items in this category via mass identification at a shop, but it's probably not worth it to do a mass identification just to identify items in these categories. OTOH, if you're going to do a mass identification anyway and have plenty of money to buy back everything you could want, or if you plan to try robbing the store anyway, you might as well include these items in your mass identification to reveal their modifier status.
You can also use price checks to determine if any of these items have seals, though of course this won't identify the modifier status in your game state. If you go this route, you'd need to be disciplined enough to keep track of your inventory to know which items were confirmed to have seals and which were confirmed to not have seals. One imperfect but relatively lightweight way to keep track of this information is to always keep known unsealed items in pots. This way, if you happen to get a "lucky day" bulk identification or bulk exorcism, these will operate on the items still in main inventory that might be sealed. But in practice, trying hard to keep track of seals on items in these categories isn't worthwhile.
Any type of onigiri that is sealed will still grill into a Grilled Onigiri with no modifier if you take explosion or fire damage, or if you insert it into a Grilling Pot. (Open question: as a peach ripens/rots, will that remove any seals because the item changes types? IIRC, the answer is that the modifier status persists as peach ripens/rots.)