Draft:Shiren 5 Vita:Rune

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In Shiren 5, Swords and Shields can be imbued with runes. Most runes are good, some are bad, while a few are situationally good.

Runes are primarily added via synthesis and Cross-Mixing. When you put two swords in a Synthesis Pot, The second sword's innate effect (if any) is converted into a rune and added to the first sword. Every rune that was on the second sword is then added to the first sword, in listed order, up to the first sword's rune limit. The same goes with shields.

A Mixer can be used like a Synthesis Pot, but it can also merge equipment with other kinds of items, such as a grass. Some runes resulting from a Mixer recipe does not appear as any sword or shield's innate effect, and therefore can only be obtained via a Mixer.

Some swords and shields manifest runes as they level up. These manifested runes are pre-determined and depend on equipment type.

Runes do not get more powerful as the base item levels up. If there is a sword or shield equivalent, a rune's power is the same as the sword or shield's innate effect at level 1.

You cannot add multiple copies of the same rune to a piece of equipment, but the names of runes are not always unique. For example, there is a Perilous rune for both swords and shields, and the effect triggers when you hit a monster (for the sword rune) or when a monster hits you (for the shield rune). There are two runes named "Anti-Blast" for shields only, and they grant you 50% and 100% protection against explosions respectively. They are referred to as Anti-Blast (1) and Anti-Blast (2) on this wiki.

When a piece of equipment is Sealed, runes and upgrade points have no effect.

Diurnal and Nocturnal runes cannot exist on the same shield. If you try to add both, the second one added will simply be lost.

Runes have an inherent order when they are listed on a weapon or a shield. This can help you cross-check whether you have all the runes you want on your equipment.

Runes add Gitan value to a piece of equipment.

The blacksmith in Hermit's Hermitage can remove one rune from one piece of equipment per visit. Mudster and Mudder can remove random runes from your equipment.

List of Runes

Sword Runes

Side Order Rune Synthesis Material Mixer Material(s) In-Game Description Notes Sell Value
Good 1 Max Wall Dig Wonder Pick Can dig into walls without breaking Wall Dig and Max Wall Dig are not mutually exclusive. 1750
Good 2 Accurate True Knife Direct attacks will always connect 1750
Good 3 Tri-direction Breeze Blade Attacks in 3 directions Attacks 45 degrees to the left, ahead, then 45 degrees to the right (clockwise order). All three attacks cut corners. Does not stack with Flame Shot or Dispersing. Stacks with Healing. 1050
Good 4 Critical Hatchet Critical strikes happen more often 350
Good 5 Redeeming Bright Blade After missing twice, get a charge attack After every 2nd miss, next shot will hit and be critical. With Tri-direction, only guarantees to hit 1 monster. 175
Good 6 Rustproof Dull Gold Edge Upgrade value will never decrease Helps against low level Mudkins and Rust Traps. Can also be added by Plating Scroll and Plating Character. 175
Good 7 Flame Shot Burning Blade Shoots flames when HP is full Shoots red fireball forward for 8 damage. Blue Flame overrides this effect.

Be careful around Shopkeepers as the fireball can aggro them if they get hit by it.

700
Good 8 Confusing Baffle Axe Confusion Grass May inflict Confused status 350
Good 9 Paralyzing Shockuto Paralysis Staff May inflict Paralyzed status 350
Good 10 Sealing Sealing Keisaku Seal Staff May inflict Sealed status 350
Good 11 Sedating Nap Rattle Sleepy Grass May inflict Asleep status 350
Good 12 Blinding Blurry Stick Blinding Grass May inflict Blind status 350
Good 13 Anti-Explode Crescent Katana Deals extra dmg to exploding monsters +50% damage to Sweet Nut, Pop Tank, and Explochin monster families. 175
Good 14 Anti-Aquatic Water Cutter Desert Scroll Deals extra damage to aquatic monsters +50% damage to aquatic-type monsters. (Monsters can be multiple types) 175
Good 15 Anti-Floating Sky Splitter Warp Grass Deals extra damage to floating monsters +50% damage to floating-type monsters. (Monsters can be multiple types.) 175
Good 16 Anti-Cyclops Myopic Masher Perception Grass Deals extra dmg to cyclopean monsters +50% damage to Metalhead, Foly, Gazer, and Explochin monster families. 175
Good 17 Anti-Drain Drain Dagger Antidote Grass Deals extra damage to draining monsters +50% damage to Scorpion, Polygon Spinna, Absorbiphant, and Myriman monster families. 175
Good 18 Anti-Dragon Lizard Lasher Dragon Grass Deals extra dmg to draconic monsters +50% damage to Hopodile, Dragon, Firepuff, and Shagga monster families. 175
Good 19 Anti-Metal Copper Cleaver Iron Arrow Deals extra damage to metal monsters +50% damage to Karakuroid, N'dubba, Mixer, Scoopie, Pop Tank, and FO-Uβ monster families. 350
Good 20 Anti-Plant Scythe Weeds Deals extra damage to plant monsters +50% damage to plant-type monsters. (Monsters can be multiple types.) 1050
Good 21 Anti-Magic Magic Masher Ordinary Staff Deals extra damage to magic monsters +50% damage to Fearrabbit, Polygon Spinna, Gazer, and DJ Mage monster families. 175
Good 22 Lively Herb Increase max HP by 5 700
Good 23 Uplifting Otogiriso Increase max HP by 10 350
Good 24 Vitalizing Heal Grass Increase max HP by 15 1050
Good 25 Energizing Life Grass Increase max HP by 20 1050
Good 26 Stupefying Unlucky Seed May decrease level by 1 May reduce your target's level by 1 when you hit it. 2800
Good 27 Perilous SuperUnlucky Seed May change HP to 1 May reduce your target's HP to 1 after you hit it. 1750
Good 28 Enhancing Cheery Grass Basic value of weapon increases by 3 Sword's attack +3. 350
Good 29 Augmenting Angel Seed Basic value of weapon increases by 8 Sword's attack +8. 350
Good 30 Quick Hitting 2 different of (Swift Grass, Swift Staff, Swift Talisman) May allow you to attack 2 times All other rune effects are duplicated as well (e.g. Flame Shot, Tri-direction). 350?
Good 31 Bored Lost Scroll May inflict Apathetic status 350
Good? 32 Costly Dirk of Debts Pay Gitan to increase attack power +30% damage for 30 Gitan per hit. If out of cash, sword attack drops to zero. This is definitely a good rune once you have more Gitan than you can spend.

In dungeons where you cannot take items or Gitan in, it is a little more situational. Be cautious of any scrolls that you pick up while using this rune, as they could be Bankruptcy Scrolls.

350
Good 33 Refining Upgrade Pot Might upgrade when you change floors The item's upgrade value might increase when you change floors.
Good 34 Healing Heal Pot + Heal Bracelet When you attack, you heal your HP Seems to heal you for a portion of the damage you did to the monster (10% maybe?). 350
Good 35 Blue Flame Oil Scroll + Upgrade Seed + Explosion Bracelet Shoot blue flames when your HP is full Item Resonance|resonance]] increases damage to 30.

Be careful around Shopkeepers as the fireball can aggro them if they get hit by it.

350??
Good 36 Dispersing Sharing Staff Extra dmg will be dispersed next to you When you defeat a monster, excess damage will transfer to an adjacent monster. 350?
Fox 25.1 Enlightening Increases experience points earned Only appears on Fox equipment. There is no way to synthesize it.
Fox 34.1 Anointing Enemy-dropped items tend to be blessed Only appears on Fox equipment. There is no way to synthesize it.
Fox 34.2 Clutch When HP is low, you'll always crit Only appears on Fox equipment. There is no way to synthesize it.
Bad 0.1 Wall Dig Rusty Pickaxe Can dig out walls, but can break Wall Dig and Max Wall Dig are not mutually exclusive. Sword has chance to break only if digging. 175
Bad 4.1 Expendable Shoddy Dirk Gets weaker if direct attacks connect -1 upgrade value per hit. 35
Bad 5.1 Trap Busting Old Mallet Destroys traps and items, but can break Destroys trap or item directly in front of you when no monster is on top. Sword may break if so. 175
Bad? 5.2 Trap Killing Sturdy Hammer Destroys traps and items, never breaks Don't swing on top of an item on the ground unless you want to destroy it.

This is arguably a good rune, but the benefit is not very helpful and you might accidentally destroy items on the ground without meaning to, so it's been put on the bad side.

Bad? 31.1 Focusing Extreme Sword You will either miss or critically hit 50% chance of each. This rune is generally bad. Even with the Accurate rune your attacks can still miss. 350
Bad 32.1 Unsound Glass Dirk May break during a direct attack 350
Bad 32.2 Obsessive Violent Blade Can't move when a monster is adjacent Skips turn if trying to move (not attack) while adjacent to a monster. 350

Shield Runes

Side Order Rune Synthesis Material Mixer Material(s) In-Game Description Notes Sell Value
Good 1 CR Diet Diet Shield Fullness depletes at half speed CR Diet and Hungry are not mutually exclusive. 175
Good 2 Anti-Fire Snake Shield Dragon Grass Reduces fire damage 50% reduction. 1750
Good 3 Retribution Counter Shield Reflects some damage back at enemy 1750
Good 4 Agile Spry Shield Perception Grass + Perception Grass Evades attacks more easily 1050
Good 5 Anti-Blast (1) Blast Shield Reduces explosive damage 50% reduction. There are 2 different shield runes called "Anti-Blast" and they are not mutually exclusive. 35
Good 6 Rustproof Gold Shield Upgrade value will not decrease Helps against low level slime monsters + rust traps. Can also be added by Plating Scroll and Plating Character. 175
Good? 7 Unmoving Steady Shield Grants immunity to movement effects Monsters, traps, and items can't move you. It can save you from being yanked into the middle of a monster house by a Fearrabbit. But it also prevents emergency teleports (Warp Grass, Swap Staff, Pinning Staff, etc.) 175
Good 8 Anti-Hypno Anti-Gaze Trge Grants immunity to hypnosis 1750
Good 9 Magi-Twister Swap Shield Magic bullet effects change into damage Changes a magic attack against you into 10 fixed damage. 175
Good 10 Tiger Mom Student Shield Earn exp. when taking damage Gain same experience points as damage taken. 350
Good 11 Pain Fueled Bowl Shield Fullness may refill when taking damage 350
Good? 12 Redirecting Parry Shield May deflect attacks to something nearby With allies around, damage will be directed to them if there are no monsters around. Unlike the Spry Shield's effect, this rune only activates when there are other creatures around to redirect damage to. 350
Good 13 Anti-Theft Lock Shield Your possessions will never be stolen Zalokleft family monsters can't steal your items. 350
Good 14 Anti-Burgle Safe Shield Your money will never be stolen Froggo family monsters can't steal your gitan. 350
Good 15 Anti-Peck Gyadon Blocker Your items will never be pecked at Gyadon family monsters can't eat your items. 175
Good 16 Lively Herb Your max HP will rise by 5 175
Good 17 Uplifting Otogiriso Your max HP will rise by 10 175
Good 18 Vitalizing Heal Grass Your max HP will rise by 15 175
Good 19 Energizing Life Grass Your max HP will rise by 20 175
Good 20 Stupefying Unlucky Seed Reduce attacker's level by 1 May reduce attacker's level by 1 when it hits you. 350
Good 21 Perilous SuperUnlucky Seed Reduce attacker's HP to 1 May reduce attacker's HP to 1 when it hits you. 1050
Good 22 Enhancing Cheery Grass Basic value of shield increases by 3 Shield's defense +3. 175
Good 23 Augmenting Angel Seed Basic value of shield increases by 8 Shield's defence +8 350
Good? 24 Costly Pauper's Plank Pay Gitan to boost your defense Reduces damage by 15% for 30 Gitan per hit. If out of cash, shield defense drops to zero. This is definitely a good rune once you have more Gitan than you can spend. In dungeons where you cannot take items or Gitan in, it is a little more situational.

Be cautious of any scrolls you pick up while using this rune, as they could be Bankruptcy Scrolls.

700
Good? 25 Diurnal Day Shield Reduce dmg taken from day monsters Also increases damage from night monsters. Mutually exclusive with Nocturnal. Since daytime is much more common, it's been categorized as good. 1050
Good 26 Anti-Onigiri Onigiri Shield Prevents onigiri-morphing attacks Protects player and items against being turned into onigiri. 2800
Good 27 Bit Binary Shield If 1st digit of HP is 0 or 1, reduce dmg Halves damage taken if the rightmost digit of HP is 0 or 1. 1750
Good 28 Anti-Trap Trapper Bracelet Reduces chances of triggering traps
Good 29 Refining Upgrade Pot Might upgrade when you change floors The item's upgrade value might increase when you change floors. 350
Good 30 Anti-Blast (2) Immunity Scroll + Fort. Staff + Explosion Bracelet Grants immunity to explosive damage 100% reduction. There are 2 different shield runes called "Anti-Blast" and they are not mutually exclusive. 350
Good 31 Ability Regen Replenish Scroll May refresh abilities when taking dmg
Fox 19.1 Critproof Damage taken from crits will become 1 Only appears on Fox equipment. There's no way to synthesize it.
Fox 31.1 Curative May remove bad statuses when attacked Only appears on Fox equipment. There's no way to synthesize it.
Fox 31.2 Adaptive Drops dmg from same monster type Only appears on Fox equipment. There's no way to synthesize it.
Bad 1.1 Hungry Heavy Shield Fullness depletes at double speed CR Diet and Hungry are not mutually exclusive. 350
Bad 4.1 Expendable Shoddy Plank Becomes weaker as you take hits -1 upgrade value every time you are hit. 350
Bad? 9.1 Unfamished Nirvana Board Max fullness is 1, it won't deplete Equipping this sets max fullness to 1 and fullness won't deplete. Beware of having it removed.

This is very difficult to acquire and seems more dangerous than helpful, so it's been categorized as bad.

Bad? 23.1 Offensive Rush Shield Shield defense is 0, adds to attack It's possible someone might want this in some situations, but it is very dangerous. 525
Bad 24.1 Unsound Glass Buckler May break when defending 350
Bad? 24.2 Nocturnal Midnight Shield Reduce dmg taken from night monsters Also increases damage from day monsters. Mutually exclusive with Diurnal. Since daytime is much more common, it's been categorized as bad. 1,050

See Also

References

  • [1] Original list. gabikun on GameFAQs.
  • [2] Rhaining's spreadsheet.