Draft:Shiren 5 Vita:Sword
This article is a draft relating to |
Swords (Japanese: 太刀) are wearable items that appears in Shiren the Wanderer: The Tower of Fortune and the Dice of Fate. There are three hundred and twenty-eight variants of them in total.
Summary
Shiren 5's Item Book calls this category "Swords", but the game also uses the word "weapon" in many places throughout the UI, and indeed many items in this category aren't actually swords. Also, earlier games in the series called this category "Weapons". The two terms are effectively interchangeable in this game, but for consistency, this wiki uses the category name "sword".
Swords and shields are virtually identical in terms of gameplay mechanics, so much so that this summary section covers both categories. Here are the full set of differences between the two categories:
- Swords usually improve offense, while shields usually improve defense.
- In terms of what can be equipped, swords and torches can fill the "sword spot", while only shields can fill the "shield spot". So, you can have at most 1 sword or torch equipped and at most 1 shield equipped.
- They have different icons in the UI.
- Different sets of runes are available for each.
The types of swords and shields are always fully identified, but the instance modifiers are usually not identified by default. E.g. you can always tell that an Ordinary Stick is an Ordinary Stick, but you can't always tell how many upgrade points it has or whether or not it is cursed. Equipping the item is one way to fully identify it.
Swords and shields have an inherent power value, which is specific and fixed for every instance of a given type of item. The inherent power value seems to be positively correlated with both the price of the item and the experience required to level it up.
Swords and shields have a bonus value aka upgrade value, which can range from -99 to +99. By default, newly generated swords and shields have an upgrade value of -1 to +3, and when it is -1, the item is always cursed as well. When the item is fully identified, the upgrade value shows as a numeric suffix after the name of the item, e.g. Gold Shield +3, unless the upgrade value is 0 in which case no numeric suffix is displayed. Each item also has an upgrade limit, usually much lower than +99.
The total power of a sword or shield is simply its inherent power + its upgrade value + any power bonuses from runes. The damage formula for Shiren 5 is not known, but it appears to be a function of the attacker's level, strength, total sword power, and the defender's level, strength, and total shield power. It may be as simple as totaling up level + strength + inherent item power + upgrade value + bonuses from runes - the same values for the defender, and using the resulting integer in a lookup table to determine the range and distribution of possible damage outcomes. Regardless, higher inherent power, higher upgrade value, higher bonuses from runes, higher level, and higher strength all help.
Swords and shields can be cursed. If cursed and equipped, they cannot be voluntarily unequipped, but there is no other known downside. Swords and shields can also be sealed, in which case they can be freely unequipped, but their upgrade points and runes are inactive until the seal is removed. Swords and shields can also be blessed. A blessing might improve the power of the item or the effectiveness of the item in some other way, but this hasn't been well researched. A blessing does help protect the item against being cursed or sealed by monsters or traps, however, it's generally not worth it to try to keep swords and shields blessed because the blessings wear off so quickly with normal use. As with every item, a given sword or shield can be blessed, cursed, sealed, or have none of these modifiers, but cannot have more than one modifier at a time. See Blessings, Curses, and Seals for more info.
Some swords and shields have additional inherent magic effects. For example, the Gold Shield cannot rust, and the Rusty Pickaxe can dig holes in walls at the risk of breaking. Swords and shields can also have magical enchantments on them called runes. Runes are partially related to inherent magic effects, but they're not quite the same thing. Almost every inherent magic effect on a sword or shield can be turned into a rune , but there are also other runes that come from other sources. Also, inherent magic effects can improve as the item levels up, while the related runes are essentially stuck at level 1. Runes are binary; a given item either has a given rune or it does not, there is no concept of rune power or rune level. Each item also has a rune limit. If you try to add any more runes onto an item that is at its rune limit, the extra runes will be lost. Through a few different mechanisms, a sword or shield can be destroyed, adding its inherent magic ability as a rune onto another sword or shield along with its upgrade points and bless/curse/seal/none status. See Runes and Crafting for more info.
Unlike other categories of items, swords and shields can gain experience points and can level up with use. Swords and shields exist in "families" of related types, arranged from level 1 up to a maximum of level 8. Once an item reaches level 8, it no longer gains experience and can no longer level up. Typically, the player will only find level 1 swords and shields in dungeons and have to level them up from there, but you can receive higher level items as rewards and new items can also be based on higher level base items. The inherent power, inherent magic effect (if any), upgrade limit, and rune limit usually increase when a sword or shield levels up, and the item can gain/manifest new good runes as it levels up as well. All of these improvements are fixed and happen the same way at the same levels for every instance of the item. There is no known way for items to lose experience or level down.
Note that different levels of swords and shields are in fact different types of items. E.g., the game considers a Katana to be a different type of item than a Good Katana. They count as different items in the Item Book, and putting both into a Fever Pot will cause it to explode.
Pairs of wearable items can "resonate" to add additional positive magic effects. These are similar to equipment combos in other games. Each resonance requires exactly two types of items to be equipped, in different categories, and there is no known way to get two resonance bonuses at the same time. See Item Resonances for details.
Through various mechanisms, it is possible to tag swords and shields. This isn't magical per se -- think adding an ownership label to the item. If you lose a tagged item, you're almost guaranteed to get it back again. Unfortunately, you can only tag swords and shields. See "The Dungeon Barrier" on the items page for details.
Weapons
- For the list of every weapons in the game, see the main article: List of Swords.
Here are all the "families" of swords, in Item Book order. Some weapons improve their innate effect as they level up. This is an important consideration when choosing which item to use as your base. For example, if you want the best possible anti-dragon magic effect, use the Lizard Lasher as your base item, because its innate anti-dragon effect improves as the item levels up, whereas the related rune is essentially stuck at level 1. On the other hand, rustproof protection is binary, so it does not improve as the item levels up, and the rune is just as effective as the innate effect . When equipment gains new runes on leveling up, they are not innate and take up rune slots.
| Family | Attack | Rune Slots | Total Experience to Lv. 8 | Base Innate/Rune Effect | Lv. 8 Innate Effect | Added Runes | ||
|---|---|---|---|---|---|---|---|---|
| Lv. 1 | Lv. 8 | Lv. 1 | Lv. 8 | |||||
| Ordinary Stick Type | 2 | 15 | 5 | ∞ | 25,250 | — | Lv. 8: Redeeming | |
| Tin Blade Type | 4 | 18 | 4 | ∞ | 31,570 | — | Lv. 8: Rustproof | |
| Katana Type | 6 | 22 | 4 | ∞ | 49,300 | — | Lv. 8: Rustproof | |
| Beast Fang Type | 8 | 20 | 3 | ∞ | 37,900 | — | Lv. 5: Rustproof | |
| Dotanuki Type | 10 | 26 | 5 | ∞ | 44,250 | — | Lv. 8: Enhancing | |
| Bladite Type | 12 | 25 | 4 | ∞ | 50,600 | — | Lv. 4: Uplifting | |
| Lv. 8: Rustproof | ||||||||
| Red Blade Type | 14 | 27 | 3 | ∞ | 56,950 | — | Lv. 3: Uplifting | |
| Lv. 8: Flame Shot | ||||||||
| Kabura Katana Type | 16 | 30 | 2 | ∞ | 95,000 | — | Lv. 8: Quick Hitting | |
| Fuuma Sword Type | 25 | 35 | ∞ | ∞ | 175,000 | — | Lv. 7: Flame Shot | |
| Dull Gold Edge Type | 2 | 14 | 6 | ∞ | 18,950 | Rustproof: Does not rust |
— | Lv. 8: Paralyzing |
| Bright Blade Type | 3 | 17 | 6 | ∞ | 25,300 | Redeeming: After missing twice, next attack will hit for critical damage |
No change (despite description) | Lv. 5: Lively |
| Lv. 8: Confusing | ||||||||
| Rusty Pickaxe Type | 3 | 14 | 9 | ∞ | 19,000 | Wall Dig: Can dig walls but has ??% chance to break |
??% chance to break (description states that chance decreases) | Lv. 5: Blinding |
| Old Mallet Type | 5 | 16 | 8 | ∞ | 31,700 | Trap Busting: Can destroy traps and items but has ??% chance to break |
??% chance to break (it is assumed that chance may decrease) | Lv. 5: Confusing |
| Sky Splitter Type | 2 | 12 | 5 | ∞ | 63,500 | Anti-Floating: 135% damage to floating monsters |
310% damage | Lv. 8: Rustproof |
| Water Cutter Type | 4 | 15 | 7 | ∞ | 38,100 | Anti-Aquatic: 135% damage to aquatic monsters |
310% damage | Lv. 8: Rustproof |
| Scythe Type | 4 | 13 | 6 | ∞ | 31,750 | Anti-Plant: 135% damage to plant monsters |
310% damage | Lv. 8: Rustproof |
| Myopic Masher Type | 5 | 16 | 6 | ∞ | 31,750 | Anti-Cyclops: 135% damage to cyclopean monsters |
310% damage | Lv. 8: Rustproof |
| Magic Masher Type | 5 | 15 | 4 | ∞ | 38,100 | Anti-Magic: 135% damage to magic monsters |
310% damage | Lv. 8: Rustproof |
| Drain Dagger Type | 6 | 13 | 7 | ∞ | 38,100 | Anti-Drain: 135% damage to draining monsters |
310% damage | Lv. 8: Rustproof |
| Copper Cleaver Type | 7 | 15 | 6 | ∞ | 63,500 | Anti-Metal: 135% damage to metal monsters |
310% damage | Lv. 8: Rustproof |
| Crescent Katana Type | 7 | 14 | 6 | ∞ | 50,800 | Anti-Explode: 135% damage to exploding monsters |
310% damage | Lv. 8: Rustproof |
| Lizard Lasher Type | 10 | 17 | 4 | ∞ | 63,500 | Anti-Dragon: 135% damage to draconic monsters |
310% damage | Lv. 8: Rustproof |
| Nap Rattle Type | 2 | 16 | 4 | 11 | 50,700 | Sedating: 12% chance to inflict Asleep status for 6 turns |
26% chance | Lv. 8: Rustproof |
| Shockuto Type | 3 | 15 | 5 | 12 | 50,700 | Paralyzing: 12% chance to inflict Paralyzed status |
26% chance | Lv. 8: Rustproof |
| Blurry Stick Type | 4 | 15 | 5 | ∞ | 51,500 | Blinding: 12% chance to inflict Blind status |
28% chance | Lv. 8: Rustproof |
| Sealing Keisaku Type | 5 | 15 | 5 | ∞ | 38,000 | Sealing: 12% chance to inflict Sealed status |
28% chance | Lv. 8: Rustproof |
| Baffle Axe Type | 6 | 16 | 7 | ∞ | 38,000 | Confusing: 12% chance to inflict Confused status |
28% chance | Lv. 8: Rustproof |
| Hatchet Family | 5 | 12 | 4 | 11 | 38,000 | Critical: 22% chance to make a critical hit |
38% chance | Lv. 5: Lively |
| Lv. 8: Paralyzing | ||||||||
| Shoddy Dirk Type | 30 | 37 | 10 | ∞ | 103,000 | Expendable: Every hit decreases weapon power |
— | Lv. 8: Critical, Quick Hitting |
| Glass Dirk Type | 35 | 42 | 4 | 11 | 103,000 | Unsound: 50% chance to break |
36% chance | Lv. 8: Stupefying |
| Dirk of Debts Type | 7 | 17 | 4 | ∞ | 38,100 | Costly: Every hit costs 30 Gitan and does 130% damage. Without Gitan, power drops to 0 |
Every hit costs 250 Gitan and does 200% damage | N/A |
| Extreme Sword Type | 20 | 30 | 5 | ∞ | 63,000 | Focusing: Always crits, but has only 50% accuracy |
71% accuracy | N/A |
| Violent Blade Type | 12 | 20 | 6 | ∞ | 50,700 | Obsessive: Can't move when adjacent to a monster |
— | Lv. 6: Anti-Cyclops |
| Lv. 8: Blinding | ||||||||
| Breeze Blade Type | 2 | 13 | 6 | ∞ | 50,800 | Tri-direction: Attacks in 3 directions |
— | Lv. 8: Energizing |
| Burning Blade Type | 9 | 16 | 4 | ∞ | 63,000 | Flame Shot: When HP is full, shoots red flame for 8 damage |
Flame does 25 damage | Lv. 5: Uplifting |
| Lv. 8: Anti-Explode | ||||||||
| Wonder Pick Type | 7 | 18 | 5 | ∞ | 127,000 | Max Wall Dig: Can dig walls without breaking |
— | Lv. 5: Blinding |
| Sturdy Hammer Type | 7 | 17 | 5 | ∞ | 127,000 | Trap Killing: Destroys traps and items without breaking |
— | Lv. 5: Confusing |
| True Knife Type | 1 | 8 | 10 | ∞ | 127,000 | Accurate: Attack always hits |
— | Lv. 8: Critical |
| Pathetic Blade Type | 2 | 38 | 1 | ∞ | 127,000 | — | N/A | |
| Fox Kodachi Type | 9 | 30 | 0 | 5 | 306,070 | No innates, but the Clutch, Enlightening, and Anointing runes are exclusive and can't be synthesized or mixed into another sword. | Lv. 2: Energizing | |
| Lv. 3: Clutch | ||||||||
| Lv. 5: Enlightening | ||||||||
| Lv. 7: Anointing | ||||||||
| Lv. 8: Healing | ||||||||
| Kaburagi Type | 25 | 40 | ∞ | ∞ | 305,535 | — | Lv. 8: Critical, Quick Hitting | |
References
These excellent external references may have better and more complete information that has not yet been replicated to this wiki:
