Key Items Table
Items given to you by your Guild.
Key Item | Description |
---|---|
Team Badge | Identifies you as a member of an officially recognized Rescue Team or Exploration Team. It allows you to warp any consenting creature out of a Mysterious Dungeon. If you Faint in a Dungeon, you are automatically warped out. |
Treasure Bag | A set of special bags used by Rescue and Exploration Teams. All members of the Team receive one from the Guild. Each Treasure Bag accesses the Team's shared inventory. This item can hold any 10 objects of Tiny Size or smaller. |
Wonder Map | A special map given to each Team upon founding which marks the locations of known Mysterious Dungeons and other points of interest. The map updates itself in town to reflect the knowledge of the Rescue and Exploration Team Federations. You can also set and remove your own markers for personal use. |
Held Items Table
A single Held Item may be held by a Mysterious Creature, granting its Effect while worn.
Held Item Name | Effect |
---|---|
Alert Glasses | Your team's Held Items cannot be taken. |
Bounce Band | An Item thrown at you bounces back to the thrower. |
Choice Ribbon | If you used the same Move this turn and last turn then gain +2 Critical Chance. Critical Chances from lowest to highest are --, 20, 19-20, 18-20, 17-20, 16-20, 15-20, 14-20, 13-20, 12-20, 11-20, 10-20, 8-20, 6-20, 2-20. |
Curve Band | Thrown items bounce of the walls. Doesn't work if user has Pierce status, or is throwing a Geo Pebble or Gravelerock. |
Customer Scarf | You cannot take damage from a Confused Creature. |
Defense Scarf | Gain +1 Defense. |
Detect Band | Attacks which target you gain -1 Hit. |
Dodge Scarf | Thrown Items cannot hit you. |
Fickle Ribbon | If you did not use the same Move this turn and last turn then gain +2 Critical Chance. Critical Chances from lowest to highest are --, 20, 19-20, 18-20, 17-20, 16-20, 15-20, 14-20, 13-20, 12-20, 11-20, 10-20, 8-20, 6-20, 2-20. |
Gaggle Specs | If a creature in the same room as you would target another creature with a Move, skill, or attack, roll 1d20. On a result of 4 or lower, they must target you. |
Goggle Specs | You can see all Traps and Invisible Creatures. |
Gold Ribbon | Loot. |
Insomnia Scope | You cannot be forced to Sleep. |
Heal Ribbon | Gain +3 HP at the start of your turn if you were targeted with a Move or skill last turn. |
Lock-On Specs | Gain +2 Hit for the purposes of throwing an item. |
Lucky Ribbon | All Critical Hits are treated as normal hits against you. |
Mobile Scarf | You can walk on top of liquids, and are immune to Difficult terrain. You don't fall down Mysterious Dungeon holes. |
Munch Belt | Gain +1 Attack and +1 Special Attack. |
No-Stick Cap | Your items cannot be gummed up. |
Pass Scarf | When you are the target of a Move or skill you may choose for an adjacent consenting creature to be the target instead (even if otherwise impossible). |
Patsy Band | Creatures gain +1 Critical Chance against you. Critical Chances from lowest to highest are --, 20, 19-20, 18-20, 17-20, 16-20, 15-20, 14-20, 13-20, 12-20, 11-20, 10-20, 8-20, 6-20, 2-20. |
Pecha Scarf | You cannot be Poisoned or Badly Poisoned. |
Persim Band | You cannot be Confused. |
Pierce Band | Items you throw are no longer projectiles and instead an 8 Space Line. Your thrown Items cannot be recovered. |
Plain Ribbon | A plain ribbon. No effect. |
Power Band | Gain +2 Attack. |
Racket Band | Sleeping Creatures within 8 Spaces of you wake up at the start of their turn. |
Reunion Cape | You may spend your Action to teleport to be adjacent to your Leader. |
Scope Lens | Gain +1 Critical Chance. Critical Chances from lowest to highest are --, 20, 19-20, 18-20, 17-20, 16-20, 15-20, 14-20, 13-20, 12-20, 11-20, 10-20, 8-20, 6-20, 2-20. |
Sneak Scarf | Sleeping Creatures 4 or more Spaces away cannot be woken up by you except on purpose. |
Space Globe | Gain +3 Attack and Special Attack. |
Special Band | Gain +2 Special Attack. |
Trap Scarf | You cannot trigger traps. |
Twist Band | Your Attack and Special Attack cannot be lowered. |
Weather Band | Weather cannot effect you. |
Zinc Band | Gain +1 Special Defense. |
Thrown Items Table
These items may be thrown by a Mysterious Creature to yield their effect.
Item | Effect |
---|---|
Geo Pebble | Throw this item as if using a Move. This item arcs overhead, avoiding obstacles, and deals 10 True Damage if it hits. |
Gold Thorn | Throw this item as if using a Move. This item travels in a straight line, dealing 4d8+Attack True Damage to the first target hit. |
Gravel Rock | Throw this item as if using a Move. This item arcs overhead, avoiding obstacles, and deals 20 True Damage if it hits. |
Iron Thorn | Throw this item as if using a Move. This item travels in a straight line, dealing 2d8+Attack Iron True Damage to the first target hit. |
Silver Spike | Throw this item as if using a Move. This item travels in a straight line, dealing 3d6+Attack Silver True Damage to the first target hit. |
Stick | Throw this item as if using a Move. This item travels in a straight line, dealing 2d8+Attack True Damage to the first target hit. |
Food Table
These foods, when eaten by a Mysterious Monster, grant bonuses which begin to effect the eater the next time they sleep for at least 8 hours and wake up, and continue to grant their bonuses until the eater sleeps, or for 24 hours (whichever comes first.) A Mysterious Creature can eat up to three foods per day. Any other foods eaten grant no bonuses.
Item | Effect |
---|---|
Apple | +2 Maximum HP |
Big Apple | +3 Maximum HP |
Huge Apple | +4 Maximum HP |
Golden Apple | +5 Maximum HP |
Banana | +1 Maximum PP on a single Move of your choice. |
Golden Banana | +1 Maximum PP on all Moves. |
Seeds and Berries Table
Seeds activate their Effect on any Mysterious Creature they are eaten by or thrown at. Berries activate their Effect on any creature they are eaten by or thrown at. When their effect activates, these items are consumed.
Seed Name | Effect |
---|---|
Ban Seed | Become Tormented. Tormented: The last move you used cannot be used again on this Floor. You can only be under the effects of a single Torment at a time (the newest Torment replacing the previous Torment). |
Blast Seed | Deal 45 Damage in the Space in front of you when Consumed. Deals 25 Damage When Thrown. |
Cheri Berry | Removes the Paralyzed condition when eaten. |
Chesto Berry | Removes the Sleep condition when eaten. |
Encourage Seed | Gain +2 Hit until the end of the Floor. |
Energy Seed | Heal 100 HP. |
Eyedrop Seed | You can see all Traps and Invisible Creatures until the end of the Floor. |
Golden Seed | Gain +5 Levels. |
Heal Seed | You are cured of all Conditions. |
Joy Seed | Gain +1 Level. |
Life Seed | Gain +1 Maximum HP. |
Oran Berry | Heal 30 HP. |
Oren Berry | Take 10 True Damage. |
Plain Seed | A plain seed. No Effect. Trade in at the Guild Hall for a Tiny Reviver Seed. |
Pure Seed | Teleports you and any adjacent creatures to the room with the stairs. |
Quick Seed | Gain +1 Walk Speed until the end of the Floor. |
Reviver Seed | When you Faint you Consume this Item. Your HP equals your Maximum HP. Regain all missing PP. This Item becomes a Plain Seed. |
Sitrus Berry | Heal 60 HP. |
Sleep Seed | Fall Asleep for 3 rounds. |
Slip Seed | You may walk on water until the end of the Floor.. |
Stun Seed | Become Petrified until you take damage. |
Soothing Seed | Lose all stat changes inflicted by Moves. |
Tiny Reviver Seed | When you Faint you Consume this Item. Your HP equals your Maximum HP. This Item becomes a Plain Seed. |
Totter Seed | Become Confused for 2 rounds. |
Vanish Seed | Become Invisible until you use a Move or until the end of the Floor. |
Vile Seed | Gain -5 Stages of Defense and Special Defense (Minimum 0) |
Violent Seed | Gain +5 Stages of Attack and Special Attack. |
Warp Seed | Teleport to a random location on this Floor. |
Drinks Table
When drank by a Mysterious Monster, these drinks grant their effects. These very powerful drinks are rarely ever found, and usually only in Mysterious Dungeons.
Drink Name | Effect |
---|---|
Calcium | Gain +1 Special Attack. |
Ginseng | A single Move you know of your choice deals +3 damage whenever activated. |
Iron | Gain +0.5 Defense. |
Max Elixer | All of your Moves gain PP equal to their Maximum PP. |
Nectar | Gain +1 IQ. |
Protien | Gain +1 Attack. |
Zink | Gain +0.5 Special Defense. |
Orbs
Orbs are magical items which may be activated as a Primary Action, consuming the item.
Orb Name | Effect |
---|---|
All Hit Orb | Any creatures in the Room gain +5 Critical Chance. |
All Mach Orb | Any creatures on this Floor gain +1 Primary Action. |
Blow Back Orb | A single adjacent creature moves 10 spaces in a direction of your choice and takes 10 Damage if they collide with something. |
Cleanse Orb | All Sticky items you have are no longer Sticky. |
Decoy Orb | If a creature is capable and willing to attack or harm you on their turn, they must attack or harm you on their turn. |
Drought Orb | All Lava and Water on this Floor is vanishes. |
Escape Orb | You and all allies return to town. If used while being attacked by a Merchant, has no effect and this Orb vanishes. |
Evasion Orb | Gain +1 Dodge. |
Fill-In Orb | All Lava and Water you can see is replaced with dirt. |
Foe-Fear Orb | Any creatures in this Room become Panicked until the end of your next turn. Panicked: You must move as far and as fast away from the source of your panic as possible with your Move Action. If escape is not possible, you may fight or choose to become Terrified. You cannot Concentrate. |
Foe-Seal Orb | Any creatures in this Room become Paused until the end of your next turn. Paused: You cannot take any actions until the end of your next turn. This status does not interrupt the execution of a Linked Move. |
Hail Orb | It begins to Hail on this Floor. |
Identify Orb | You can tell on sight if a creature in this Dungeon is holding an item. |
Invisify Orb | You become invisible (your equipment and held items become invisible as well) until you spend a Primary Action. |
Lob Orb | Throw this item as if using a Move with a range of 2 Spaces. This item travels in a straight line, dealing 4d6+Attack True Damage to the first target hit. |
Long Toss Orb | Your thrown items have a range of 99 Spaces. Orbs cannot be considered thrown items for the purposes of this effect. |
Luminous Orb | Reveals the Floor, including terrain, creatures, items, etc. |
Mobile Orb | You can walk on top of liquids, and are immune to Difficult terrain. You don't fall down Mysterious Dungeon holes. |
Mug Orb | A single creature within 10 spaces takes 2d8 + (Attack or Special Attack) True Damage and you take their Held Item. |
One-Shot Orb | Use this item as if using a Move, gaining +1 Hit. The target Faints. |
Petrify Orb | Any creatures in this Room become Petrified until the end of your next turn. Petrified: You cannot act until you take damage. |
Pierce Orb | Items you throw are no longer projectiles and instead an 8 Space Line. Your thrown Items cannot be recovered. |
Pounce Orb | Teleport to be adjacent to a creature or wall you can see. |
Creature Pounce Orb | Teleport to be adjacent to a creature you can see. |
Quick Orb | Any creatures in this Room gain +1 Primary Action. |
Rainy Orb | It begins to Rain on this Floor. |
Rebound Orb | When you take physical damage the source of that damage take one quarter of the damage you took as True Damage. |
Rocky Orb | Use the Move Rock Tomb. Rock Tomb: Type: Rock Category: Physical Hit Bonus: 3 Power: 4d6 Special: If your Hit roll's d20 shows 17 or higher, the hit target gains -1 to all Move Speeds. |
Roll-Call Orb | Any consenting creatures become adjacent to you. |
Sandy Orb | A sandstorm begins on this Floor. |
See-Trap Orb | All Traps on this Floor become visible. |
Silence Orb | A single adjacent creature becomes Silenced and Mute, and cannot activate Moves until the end of your next turn. Silenced: You cannot activate Magical Skills. Mute: You cannot Speak. |
Size-Bust Orb | Deals 10 True Damage to an adjacent target per Size they are larger than you. |
Slow Orb | Any Creatures you can see gain -1 to all Move Speeds until the end of the Floor. |
Slumber Orb | Any creatures in this Room begin to Sleep until the end of your next turn. Sleep: You cannot move, use items or attack. Items cannot be taken from you. You will wake up at the end of your next turn. |
Snatch Orb | You receive the stat increases and decreases from the Moves of all creatures on this Floor instead of them. |
Spurn Orb | Any creatures in this Room are teleported to random spaces on this Floor. |
Stairs Orb | You know where this Floor's Stairs are. |
Stay Away Orb | The nearest creature within 10 spaces become Petrified, then is teleported to this Floor's Stairs. Petrified: You cannot act until you take damage. |
Switcher Orb | Change places with any creature within 10 Spaces. |
Totter Orb | Any creatures in this Room become Confused until the start of your next turn. Confusion: Roll 1d8 to determine the direction you are facing (1 being up, going clockwise so the 8 is up and left diagonally) move 1d6-1 spaces in that direction if possible. On your turn roll 1d4 to randomly determine what Move you use against the nearest target. If there is no target in range of that move, the move misses. |
Trap-Bust Orb | All Traps in this Room disappear. |
Trapper Orb | Places a Trap of your choice in your space. You may choose for any creature(s) to not activate this trap. |
Trawl Orb | All items on this Floor become adjacent to you (excluding Held Items and worn Garments). |
Two Edge Orb | This orb behaves like a Move which targets any creatures in the Room and grants +3 Hit. All targets have their HP reduced to 1. Reduce your HP by half of your HP for every target affected. |
Warp Orb | A single creature within 10 spaces is teleported to a random space on this Floor. |
Legendary Items
Hold Items of extreme rarity and power. Most go their entire lives without seeing one, but few go the same time without hearing about them all.
Legendary Item Name | Effect |
---|---|
Stalwart Scarf | Choose a single Type of Move (chosen once, and only once, when you receive this item). When the Holder of this item takes damage from a Move of that Type, roll 1d20. On a result of 17 or highr, instead take 0 damage. |
Stamina Ribbon | Increase the PP of all of your Moves by +1. |
Specialty Ribbon | Increase the PP of a single Move of your choice by +3. You may choose a new Move for this to apply to at any time while in Town. |
Big Band | Gain +10 Maximum HP. |
True Specs | Choose a single Type of Move (chosen once, and only once, when you receive this item). Creatures cannot be Immune to Moves of that Type. |
Skill Cap | Gain +1 Skill Point. You may spend this Skill Point as though you were not a Mysterious Creature. |
Glutton Bib | You may eat and gain the effects of 2 additional food items per day. |