Dark Scavenger

Dark Scavenger

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Item List (Loot & Key Items)
由 Seranth 制作
A list of all Loot (which turn into Weapons/Items/Allies) and Key Items (used in dialogue/events).
   
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Introduction
Let me know if I made any transcription errors or if I missed out on any items (I did it all on one run; no New Game +).

Check out Tola's guide (the inspiration for this guide) for more tips about the game and more opinions/explanations about items.
https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=438634456

The sequence of loot goes by when I first encountered it. I usually prioritized going up, then left, then right, then down, then to the boss room.

Location names are the name of the icon when you hover over it. If it has the word 'encounter', then it's from an event that starts automatically once you enter a room.

The format for Loot goes like this:
Loot Name: from Location
Weapon Name (# Uses): Flavor description. Special: Special description. Low Damage,Mid Damage,High Damage,Stun Chance% Weapon Type,Element(Fire/Electric/Wind/Gissa), Ends Turn? Item Name (# Uses): Flavor description. Special: Special description. Low Damage,Mid Damage,High Damage,Stun Chance% Weapon Type,Element(Fire/Electric/Wind/Gissa), Ends Turn? Ally Name (# Uses): Flavor description. Special: Special description. Damage,Stun Chance% Weapon Type, Ends Turn?
Loot (Intro-Only Items and Starting Gear)
Intro-Only Gear
Old Sword (12 Uses): An old rusty sword. Special: Use this to attack your foe! Weapons do HIGH damage when an enemy is Stunned. 1-2,5-8,10-12 Melee, Ends Turn Battle Booster (4 Uses): A small remote that fits neatly in your hand. Special: Increases the damage of your next Old Sword attack. Boost, Doesn't End Turn Old Robot (3 Uses): Stun an opponent with this robot to set them up for a powerful Weapon attack! Special: Stuns an opponent. 1-3,Stun: 100% Stun, Ends Turn

Starting Gear:
Ash Light (6 Uses): A small futuristic flashlight that overheats quickly. 2-3,6-9,11-14 Projectile Fire, Ends Turn Flintlocked Pistol (7 Uses): A powerful but old flintlock pistol with an elegant design. Special: High damage when enemies are Stunned. 3-6,7-12,13-18 Projectile, Ends Turn tRUSTY Sword (12 Uses): A long jagged sword that has seen better days. Special: May degrade more than once with each use. 1-3,5-7,7-10 Melee, Ends Turn Control A (5 Uses): A tiny remote controller with a big red button in the middle Special: Makes your next attack affect all opponents. Boost, Doesn't End Turn Heating Fluid (5 Uses): A glossy beaker filled with foul smelling liquid Heals you by 50 HP. Restore, Doesn't End Turn Falsen (3 Uses): A thin creepy alien in a business suit. He lost his mind a long time ago. Special: Falsen's attacks are... unpredictable. 1-20,Stun: 45% Attack, Ends Turn Gazer (3 Uses): A lumbering dark alien biologist who doesn't have a mouth. Special: High Stun rate. 2-6,Stun: 80% Attack, Ends Turn Kamaho (5 Uses): A wise alien warrior in rusty Armor. His ghastly appearance contrasts his kind personality. Special: Will reveal a Strength and Weakness of a single opponent. Advice, Doesn't End Turn
Loot (Chapter 1, Part 1)
Caramelized Bone: from bandit encounter
Bone Dart Uzi (5 Uses): A small handheld Uzi that shoots rapid piercing bone darts. Special: Causes a wide range of damage. 2-6,4-12,8-16 Projectile,Wind, Ends Turn Quick Draw Badge (3 Uses): A shiny metal sheriff badge. Wearing this helps your self-esteem. Special: Use this on your first turn to gain an extra turn. Doesn't End Turn Amber Zombie (3 Uses): Slow-moving zombie who was once a resident of a nearby village. Special: High Miss rate. 12-15 Attack, Ends Turn

Old Net: from Janky Tree
Bola Blaster (4 Uses): A long thin rifle that shoots electrified binding bolas. Special: Stun enemies that have EXACTLY two legs. 1-1,2-3,2-4 Projectile,Electric, Ends Turn Reflection Web (3 Uses): A springy net coated in unnatural rainbow dew. Special: Reflect up to 25 damage from a single projectile attack. Block, Doesn't End Turn Jurboc the Trapper (2 Uses): This Vindil bandit hunter chases down his prey from atop a giant Alca Beast. Special: Attacks all opponents. High Stun rate. 6-12,Stun: 60% Attack, Ends Turn

Crew Brew: From drunk barrel encounter
Vampire Bat (5 Uses): A long metal bat which conceals two tiny fang-like barbs. Special: Drains an opponent's health and heals you. 1-2,5-7,8-12 Melee, Ends Turn Medi-Sin Bottle (3 Uses): An empty glass bottle with a foreboding skull and crossbones label. Special: Use this on an opponent and then kill them to gain health back. Restore, Doesn't End Turn Leecharound (3 Uses): A tiny two headed leech. Special: Drains an opponent's health and heals you. 8-14 Restore, Ends Turn

A Lure: from Murky Lake
Flail Bait (5 Uses): A beautiful flail that everyone wants to get hit by! Special: Never misses. 1-3,7-10,9-12 Melee, Ends Turn Shine Mine (3 Uses): Small glowing metal mines. Special: Chance of causing damage and making an opponent lose their turn each round. 2-3,5-9,10-15 Trap, Doesn't End Turn Faynaire the Busty (2 Uses): Busty Vindil Bandit temptress who can distract opponents of the opposite gender. Special: Stuns all Person opponents. Stun: 100% Stun, Ends Turn

Snap Rope: from bandit encounter
Trip Whip (5 Uses): A long whip with a weighted ball on the end of it. Special: Stuns Focusing opponents. Does not work on Bosses or enemies that explode. 2-3,4-8,7-10 Melee, Ends Turn N00bie Trap (2 Uses): A thin trip wire that is barely visible to the untrained eye. Special: Stuns the next opponent that attempts to strike you with a Melee attack of up to 30 damage. Trap, Doesn't End Turn Martec the Cruel (2 Uses): A scrawny but menacing Vindil Bandit with a long whip for taming wild creatures. Special: Stuns all Animal opponents. Stun: 100% Stun, Ends Turn

Bud Berries: from Bud Berry Bush
Berry Bomb (5 Uses): Plump red berries that would be perfect for snacking on if they didn't explode. Special: May hit all enemies instead of just one. 2-3,5-9,8-14 Projectile,Fire, Ends Turn Tasty Treat (2 Uses): A delicious looking snack that you must force yourself not to eat! Special: Stuns an opponent with less than 30% health remaining. Stun: 100% Stun, Ends Turn Berrycade (2 Uses): A fat Vindil Bandit who has a lot of trouble getting around. Special: Blocks up to 25 damage but does damage to you if the total damage exceeds that amount. Block, Doesn't End Turn

Skeleton Chi: from Crystal Lake
Skeleton Chi (1 Uses): This supernatural energy works in any situation! Special: Can be used in any situation and Stuns any enemy. Stun: 100% Special, Fire/Electric/Wind/Gissa, Ends Turn Skeleton Chi (1 Uses): This supernatural energy works in any situation! Special: Can be used in any situation and Stuns any enemy. Stun: 100% Special, Ends Turn Skeleton Chi (1 Uses): This supernatural energy works in any situation! Special: Can be used in any situation and Stuns any enemy. Stun: 100% Special, Ends Turn

Pevvin Eggs: from Pevvin Nest
Peckaxe (5 Uses): A short metal pickaxe with two piercing Pevvin beaks on one end. Special: Extra Damage to enemies wearing Wooden gear. 1-3,4-8,9-14 Melee, Ends Turn Devil Eggs (3 Uses): A carton of delicious red eggs. Special: Makes the opponent susceptible to the next Fire attack. Boost, Doesn't End Turn Peevin (3 Uses): A vicious little Pevvin with a razor-sharp beak. Special: Will not attack opponents with helmets. 12-15,Stun: 60% Attack, Ends Turn

Bandit Crossbow: from bandit encounter
Double-Cross Bow (5 Uses): A thick heavy crossbow with long powerful bolts. Special: Damages you on a Miss. 2-4,8-13,12-16 Projectile, Ends Turn Sniper Scope (4 Uses): A thin metal scope that neatly fits onto the stock of a rifle. Special: Gives your next Projectile attack 100% accuracy. Boost, Doesn't End Turn Tayzar the Keen (3 Uses): A slender and fast Vindil Bandit sniper with an eye for detail. Special: Will not attack Vindil Bandits. 11-17 Attack, Ends Turn

Warm Blanket: from Destroyed Caravan
Heat Focus Ray (5 Uses): Long futuristic rifle with a hot metal barrel. Special: Does more damage with each successive blast. 1-3,4-6,5-8 Projectile,Fire, Ends Turn Secret Blanket (2 Uses): A warm cozy blanket with an intricate pattern. Someone put a lot of time into this. Special: Enemy attacks under 50 damage will miss you on the next turn. Block, Ends Turn Your Mother (3 Uses): Do you really need Your Mother described to you? Special: Stuns all opponents if you have less than 30 health. Stun: 100% Stun, Ends Turn

Crooked Bolt: from Amoren
Bullseye Darts (5 Uses): Small polished wooden darts with needle-like tips. Special: Hit a Stunned opponent to keep them Stunned. 1-2,4-6,7-9 Projectile, Ends Turn Poison Clip (3 Uses): A small metal ammo clip that can somehow fit into any ranged weapon. Special: Increases the damage of your next Projectile attack. Boost, Doesn't End Turn Mister Fussy (3 Uses): An adorable but territorial tamed Kimusa. Special: Will not attack Person opponents. 12-19,Stun: 10% Attack, Ends Turn

Tooth Necklace: from Vindil Tent
Dentist Drill (5 Uses): A long metal bo staff with a spinning drill on one end. You're not sure how to turn it off. Special: Does extra damage to opponents that have their mouths wide open. 1-3,5-8,10-15 Melee, Ends Turn Winning Smile (2 Uses): A shiny white set of dentures. Special: Chance of Stunning all opponents. Stun: 100% Stun, Ends Turn Tiger (3 Uses): A massive vicious Alca Beast with a vendetta against the Vindil Bandits. Special: Only attacks Person opponents. 15-18 Attack, Ends Turn

Pretty Pelt: from Kimusa encounter
Padded Club (5 Uses): A plastic club covered by a thick layer of fluff. Just looking at it makes you want to sneeze. Special: High Stun rate. 1-2,2-4,3-5,Stun: 70% Melee, Ends Turn Adorable Teddy (2 Uses): A fuzzy widdle teddy bear. Special: Stuns all Person opponents. Stun: 100% Stun, Ends Turn Miss Fluffums (3 Uses): A small fussy Kimusa who demands attention. Special: High Stun Rate. 5-8,Stun: 70% Stun, Ends Turn
Loot (Chapter 1, Part 2)
Dass Horn: from Destroyed Watchtower
Bell Basher (5 Uses): A very pretty wooden bo staff with a tiny electric bell on each end. Special: High Stun rate. 1-3,4-8,6-11,Stun: 80% Melee,Electric, Ends Turn Air Horn (2 Uses): A small metal can with a plastic red horn at the top. Special: Stuns Focusing opponents. Does NOT work on bosses. Stun: 100% Stun, Ends Turn Slicer (3 Uses): A stealthy Dass warrior who is a master of the martial arts. Special: Will not attack other Dass. 12-16 Attack, Ends Turn

Power Belt: from Dafuun vs Bandits encounter
Mega Mace (4 Uses): A titanic stone mace that is immensely difficult to wield. Special: Hits all opponents but has a high Miss rate. 3-5,12-16,15-22 Melee, Ends Turn Star Roids (3 Uses): Tiny star-shaped pills. Super addictive. Special: Increases the damage of your next Melee attack. Boost, Doesn't End Turn Brawnster (2 Uses): A freakishly muscular Dafuun villager who is obsessed with his own good looks. Special: Reflects all Melee attacks of up to 15 damage for one turn. 7-11 Block, Doesn't End Turn

Crafting Blade: from Bandit Cages
Voodoo Blade (5 Uses): A small crooked dagger covered in indecipherable symbols. Special: Does damage to you when you hit an opponent with it. 2-5,8-12,11-19 Melee, Ends Turn Lesser Evil Portal (3 Uses): A rippling intangible portal to another world. Special: Avoid ALL attacks on the next turn but take heavy damage. Block, Ends Turn Creeper (3 Uses): A crabby light-weight Dass assassin who [was] called out of retirement to help you out. Special: Does damage to you if he kills an opponnent. 8-16 Attack, Ends Turn

Electric Javelin: from Shoddy Statue
Static Spray (4 Uses): A long futuristic rifle with a bulbous underbelly. Electricity dances around its static shock. Special: Attacks all opponents. 1-3,4-12,6-18,Stun: 5% Projectile,Electric, Ends Turn Bolt Barrier (3 Uses): A small metal device that produces an electric barrier when activated. Special: Reflects all Enemy Melee attacks up [to] 30 damage for one turn. Stun: 5% Block,Electric, Doesn't End Turn Dr. Zeus (3 Uses): Escella bard who wields a flute. He rides a floating cloud to boot! Special: Dr. Zeus will hear your call and then your foes; he'll zap them all! 8-16,Stun: 10% Attack, Ends Turn

Huge Swords: from Vindil Guardian
Bad-Ass Swords (3 Uses): Two massive curved swords. It's amazing that you can wield them with such efficiency! Special: High Damage rate. 6-8,16-20,21-25,Stun: 10% Melee, Ends Turn Mojo! (2 Uses): A small vial containing a mysteriously sweet-scented liquid. Special: Stunning opponents will give you more Health Potion liquid until the end of the battle. Boost, Doesn't End Turn Great Keeper (3 Uses): A massive Vindil Bandit gatekeeper with two awesome swords. Special: High Damage rate. 16-24,Stun: 16% Attack, Ends Turn

Vindil Flag: from Windy Flagpole
Leaf Blower (5 Uses): A large noisy leaf blower with an elegant design. Special: Heavy High Damage. 1-2,2-3,18-21 Projectile,Wind, Ends Turn Sweet Breeze (2 Uses): A pleasant smelling gust of intangible air. Special: Avoid all attacks under 50 damage on the next turn if you're outside. Block, Ends Turn Warnado (2 Uses): It is a giant tornado. Don't try to pet it. Special: Damages EVERYONE. 18-25 Attack, Ends Turn
Loot (Chapter 2, Part 1)
Juro's Charm: from Juro
Stick (5 Uses): A small wooden stick. Special: It's a stick. 1-1,1-2,1-3 Melee, Ends Turn Awesome Detector (5 Uses): It kinda looks like a metal detector... kinda. Special: Detects awesomeness. Awesome, Doesn't End Turn Red Shirt (3 Uses): A scrawny villager in a red shirt. He seems... enthusiastic. Special: Tries his best. 1-2 Attack, Ends Turn

Amber Sample: from Amber Cauldron
Acid Squirt Gun (5 Uses): A tiny adorable plastic squirt gun... filled with acid. Special: Does more damage with each successive blast. 1-2,1-3,2-3 Projectile,Gissa, Ends Turn Poison Pop (3 Uses): A can of ultra-acidic soda pop. Like battery acid you can drink. Special: Gives you an extra turn but damages you. Boost, Doesn't End Turn Amber Bombie (3 Uses): Fast-moving explosive zombie who was once a resident of a nearby village. Special: May hit all enemies instead of just one. 12-14,Stun: 5% Attack, Ends Turn

Gissa Staff: from Bandit encounter
Gissaxe (5 Uses): A typical Vindil Bandit axe coated with powerful Gissa energy. Special: None. 2-3,11-13,14-19 Melee,Gissa, Ends Turn Gissa Missa (2 Uses): A small net filled with tiny pockets for storing liquid. Special: Blocks the opponent's next Gissa attack. Block,Gissa, Doesn't End Turn Gissard (3 Uses): A thin creepy creature composed entirely of Gissa. Special: Will not attack Gissa-based opponents. 12-16,Stun: 5% Attack, Ends Turn

Toy Ray Gun: from Decorative Blankets
Plastic Ray Gun (5 Uses): A colorful plastic ray gun that lights up when you hold the trigger. Special: May degrade more than once with each use. 3-5,11-16,13-19 Projectile,Electric, Ends Turn Plastic Wrap (2 Uses): A small plastic bag. Great for kids! Special: Stops any Weapon from degrading. Boost, Doesn't End Turn Galsen (3 Uses): A female version of Falsen... you want it to go away. Special: Galsen's attacks are... unpredictable. 1-20,Stun: 45% Attack, Ends Turn

Branding Iron: from caged Juro/Alca Beasts encounter
Fire Ball (5 Uses): A small rubber ball with hidden flames in the center. Special: High Miss rate. 2-4,10-15,14-17 Projectile,Fire, Ends Turn Lightning Rod (3 Uses): A long flexible metal pole. Special: Makes the opponent susceptible to the next Electric attack. Boost, Doesn't End Turn Dragon (2 Uses): A huge menacing Alca Beast that breathes fire... you're not sure how that works. Special: Attacks all opponents. 14-18 Attack, Ends Turn

Old Boots: from Pevvin Cage
Toe Hoe (5 Uses): A short garden hoe with a nasty metal blade at the end. Special: Does extra damage to opponents with a single foot on the ground. 1-2,4-9,8-14 Melee, Ends Turn Smoke Bombs (2 Uses): Hollow metal marbles containing expansive smoke. Special: Avoid all attacks under 50 damage on the next turn if you're Inside. Block, Ends Turn Stompy (2 Uses): A Dafuun Villager with abnormally large feet. Try not to stare. Special: Stuns all opponents with more than one foot on the ground. 4-9 Stun, Ends Turn

Luur's Sash: from Food Tables
Steel Mace (9 Uses): A durable but unremarkable steel mace. Special: High Durability. 2-3,7-11,10-14 Melee, Ends Turn Shield Sash (3 Uses): A red cloth sash that smells kinda funny. Special: Decreases all opponent attacks on the next turn by half. Block, Doesn't End Turn Raffon the Drunk (3 Uses): Powerful drunk Vindil Bandit with a huge mace. Special: High Miss rate. 15-19 Attack, Ends Turn

Roulette Crossbow: from Tower Rubble
Big Red Button (2 Uses): A small remote with a huge foreboding red button. Special: Instead of damaging an opponent... it might instantly kill you. 30-30,40-40,50-50 Projectile, Ends Turn Coin Clip (3 Uses): A small metal coin that somehow fits neatly in the barrel of a gun. Special: Your next attack will either do double damage or half damage. Boost, Doesn't End Turn Hammer Bro (3 Uses): A huge Dafuun villager who wields a massive iron ball on a string. Special: Damages you on a Miss. 15-18 Attack, Ends Turn

Needle Flute: from Wooden Post
Needle Blowgun (5 Uses): A small thin blowgun that also functions as a dog whistle. Special: Damages you on a Miss. 3-4,7-13,12-16 Projectile,Wind, Ends Turn Geyser Gust (3 Uses): A small mound of dirt that spits out focused gusts of air every once in a while. Special: Chance of causing damage and making an opponent lose their turn each round. 1-1,1-2,2-3,Stun: 20% Trap,Wind, Doesn't End Turn Topple Twister (2 Uses): A mischievous dust devil that likes blowing things around. Special: Does more damage depending on how many opponents are present. 5-6 Attack, Ends Turn

Degraded Gissa Axe: from Juro/Escella/Bandit encounter
Gissa Blaster (5 Uses): A long amber rifle with an open nozzle where acidic Gissa is sprayed out of. Special: May degrade more than once with each use. 3-6,13-17,18-22 Projectile,Gissa, Ends Turn Gissa Wad (3 Uses): A disgusting glob of acidic Gissa. Special: Makes the opponent susceptible to the next Gissa attack. Boost,Gissa, Doesn't End Turn Bandolf the Beige (4 Uses): A powerful vindil shaman who lacks motivation. Special: May do low or high damage. 11-13 Attack, Ends Turn

Old Toaster: from Heavy Sack
Tazer Thrasher (5 Uses): A huge Electric mallet. You know you want to hit someone with this. Special: High Stun rate. 3-4,8-12,12-16,Stun: 50% Melee,Electric, Ends Turn Toester (3 Uses): It's a rusty metal toaster. Hope you like your toast burnt. Special: Chance of causing damage and making an opponent lose their turn each round. 2-3,8-10,12-16 Trap,Fire, Doesn't End Turn Mr. Burrows (3 Uses): A fuzzy little Kimusa who likes digging holes. Special: Will not attack aerial opponents. 10-15 Attack, Ends Turn

Silver Bead: from Amoren
Homing Dagger (5 Uses): A short and decorative silver dagger that barely fits in the palm of your hand. Special: Never misses. 1-2,8-10,12-14 Projectile, Ends Turn Disco Ball (2 Uses): A white shimmering disco ball. Just looking at it makes you want to bust out some moves. Special: Stuns all Focusing opponents. Does not work on bosses or exploding enemies. Stun: 100% Stun, Ends Turn Spearett (2 Uses): A Dass Warrior with a giant spear. Her skill with the weapon is second to none. Special: Reflects all Projectile attacks of up to 15 damage for one turn. 7-11 Block, Doesn't End Turn

Annker's Necklace: from Dark Hole
Dark Spray (4 Uses): A long black bb gun that is hard to see in dark places. Special: High Stun rate. Attacks all enemies. 1-1,6-8,9-10,Stun: 70% Projectile, Ends Turn Shadow Shroud (2 Uses): A black veil that can expand to the size of a small room. Special: Aviod all attacks under 30 on the next turn if you're inside. Block, Doesn't End Turn Bull (3 Uses): A huge Alca Beast who hates being indoors. Special: Attacks all opponents ONLY if you're Inside. 13-19 Attack, Ends Turn
Loot (Chapter 2, Part 2)
Sparnod's Mask: from Battle Ring
Finger Flingers (5 Uses): Shiny light blue brass knuckles marked with strange Dafuun symbols. Special: May hit all enemies instead of just one. 2-3,8-13,10-15 Melee,Wind, Ends Turn Loose Leaf (3 Uses): A thin piece of paper that will be carried away by the wind if you don't hold onto it! Special: Makes the opponent susceptible to the next Wind attack. Boost,Wind, Doesn't End Turn Agrobat (3 Uses): A Pevvin that is constantly pissed off. Special: Never misses. 8-13,Stun: 3% Attack, Ends Turn

IQ Ring: from Escella Cages
Brain Buster (5 Uses): A thin spear-chucking atlatl. Aim for the head! Special: Does extra damage to Intelligent opponents. 3-4,8-11,11-16 Projectile, Ends Turn Adjectivator (2 Uses): It's a dictionary with an attitude. Special: Stuns all opponents with more than three adjectives in their description. Stun, Ends Turn Phil A. Buster (2 Uses): A chatty Escella. You can't even get a word in around him! Special: Stuns all Dumb opponents. Stun, Ends Turn

Curved Dagger: from sleeping bandits encounter
Back Stabber (5 Uses): A sharp twisted dagger that is designed to puncture. Special: Only damages Stunned opponents. 1-2,3-5,16-18 Melee, Ends Turn Buddy Buckler (3 Uses): A small durable buckler with a little heart painted on it. Special: Reflect up to 25 damage from a single Melee attack. Block, Doesn't End Turn Sneaker (3 Uses): A dishonorable Dass Warrior with cruel piercing eyes. Special: Only attacks Stunned opponents. 14-17 Attack, Ends Turn

Cooking Kit: from Reinforced Footlocker
Griller Flail (5 Uses): A flail with a burning red grill on the end of it. BBQ your enemies! Special: Drains an opponent's health and heals you. 1-2,6-8,8-12 Melee,Fire, Ends Turn Baddie Buffet (3 Uses): A hot plate with a shiny metal cover. What could be inside? Special: Gives you more health based on how many opponents are present during combat. Restore, Doesn't End Turn Mama Bird (3 Uses): A big fluffy Pevvin who will not leave your side. Special: Drains an opponent's health and heals you... don't ask how. 10-13 Restore, Ends Turn

Weighted Vase: from Gaping Hole
Seed-Saw (4 Uses): A small plant seed that grows quickly into a massive vine. Special: Does damage to you if it kills an opponent. 2-3,7-12,9-14,Stun: 2% Projectile, Ends Turn Steady Glove (4 Uses): A thick cloth glove that fits snuggly over your hand. Special: Gives your next Melee attack 100% accuracy[.] Boost, Doesn't End Turn Pevvin King (3 Uses): A massive colorful Pevvin that no other Pevvins want to mess with. Special: Only attacks small or medium-sized opponents. 12-18 Attack, Ends Turn

Cerberus Heads: from Alca Cerberus
Tri-Dent (4 Uses): A long heavy trident with three multi-colored prongs. Special: Hits with three elements. 2-4,12-16,15-19 Melee, Fire/Electric/Wind, Ends Turn Elemental Bracer (2 Uses): A small bracer painted in vibrant rainbow colors. Special: Blocks ALL non-Gissa attacks for one turn. Block, Doesn't End Turn Alca Cerberus (2 Uses): A titanic Alca Beast with three heads. Special: Does more damage depending on how many opponents are present. 12-12 Attack, Ends Turn
Loot (Chapter 3, Part 1)
Sun Beads: from Torn Wall
Sun Boomerang (5 Uses): A heated sun-shaped discus boomerang. Special: Does damage to you if it kills or Misses an opponent. 3-4,8-13,12-16,Stun: 1% Projectile,Fire, Ends Turn Sunshine (2 Uses): Intangible rays of blinding bright light. Special: Stuns all opponents if you're outside. Stun: 100% Stun, Ends Turn The Sun (2 Uses): It's the sun. Special: Damages EVERYONE. 21-25 Attack, Ends Turn

Black Bandage: from Kausis encounter (maybe in exchange for Dass Brooch)
Sample Dagger (5 Uses): A gnarly brass dagger with a hollow slot for storing liquid. Special: Drain a Stunned opponent's health and gives it back to you. 2-3.5-9.9-14 Melee, Ends Turn Masocast (2 Uses): A black full-body cast. Looks like Falsen signed it for you. Special: Makes all attacks up to 30 damage heal you instead of hurt you this turn. Restore, Doesn't End Turn Crah'witz (2 Uses): Escella with healing supplies who is afraid of the dark. Special: Heals you by 80 if you're outside. Restore, Doesn't End Turn

Beaded Bracelet: from Broken Ledge
Tornado Thrower (5 Uses): Flamethrower that spews out a constant stream of cycling wind. Special: May hit all enemies instead of just one. 2-3,9-12,13-18 Projectile,Wind, Ends Turn Pain Drops (3 Uses): Droplets of acid rain stored in a thin glass vial. Special: Increases the damage of your next Wind attack. Boost, Doesn't End Turn Rexi (3 Uses): A fat flying Gissa Beast who likes to land on opponents from great heights. Special: Only attacks opponents if you're outside. 15-18 Attack, Ends Turn

Moon Beads: from Descending Staircase
Live Wire (5 Uses): Electric flail that REALLY flails. Special: May hit all enemies instead of just one. 2-3,7-11,13-17 Melee,Electric, Ends Turn Blind Bandage(3 Uses): A healing bandage that takes a while to get on. Special: Heals you to full if all foes are Stunned. Restore, Ends Turn Slasher (3 Uses): Lightning-fast Dass who prefers to end battles quickly. Special: Attacks without using a turn. 12-14 Attack, Doesn't End Turn

Steel Arrow: from Stacked Crates
Long Long Bow (4 Uses): A long long wooden bow with long long arrows. Special: Damages all enemies. 2-3,7-10,13-15 Projectile, Ends Turn Carving Knife (2 Uses): A knife used to finely tune projectiles. Special: Doubles the damage of your next Projectile attack but causes additional degradation. Boost, Doesn't End Turn Archer (3 Uses): Sniper Dass who respects people with similar skill-sets. Special: Will not attack Projectile-using foes. 17-19 Attack, Ends Turn

Braided Bead: from Tower Balcony
Gust Buster (4 Uses): A wind-powered catapult that will launch you into enemies! Special: Damages you on a Miss. 4-5,10-14,16-19 Projectile,Wind, Ends Turn Banana Peel (2 Uses): A banana peel that you are compelled to place on the ground. Special: Stuns an enemy right after they recover from being Stunned. Trap, Doesn't End Turn Calv'dere (3 Uses): A sneaky Escella with a striped dagger who tends to avoid direct combat. Special: Only damages Focusing opponents. 21-25 Attack, Ends Turn

Dass Poetry (Poetry Book): from meditating Dass encounter
Long-Winded Whip (4 Uses): A wind infused whip that is ultra long and has the ability to reach all enemies with its extende[...] Special: This long whip has the ability to hit all enemies with its extremely long range but as a negativ[...] 1-2,6-8,9-13 Melee,Wind, Ends Turn Tongue Twister (2 Uses): A rope that thrives on efficiency. Special: Stuns all opponents that have 10 or more words in their description. Stun: 100% Stun, Ends Turn Senton Sentencer (3 Uses): Huge Dafuun Villager who punishes enemies who don't talk themselves up! Special: Only attack opponents with 9 words or less in their description. 15-19 Attack, Ends Turn

Torn Boot: from Cracked Ground
Fan Blades (5 Uses): Thick swords that create a strong wind-current when spun around. Special: Does extra damage to Light-Weight opponents. 1-3,7-10,10-13 Melee,Wind, Ends Turn Electric Caltrops (3 Uses): Electrified metal caltrops that are quite unpleasant to step on. Special: Chance of causing damage and making an opponent lose their turn each round. 1-2,4-6,7-9 Trap,Electric, Doesn't End Turn Leaping Legs (2 Uses): A heavy Dafuun villager who can leap high into the air! Special: Does more damage to all opponents depending on how many are present[.] 6-7 Attack, Ends Turn

Alca Dass Bandana: from Vindil Flags
Stress Maul (5 Uses): A huge mallet that's perfect for pounding out your problems. Special: Hit a Stunned opponent to keep them Stunned. 2-4,7-9,9-11 Melee, Ends Turn HD Mirror Shard (3 Uses): A revealing shard of a mirror that reveals the user in more detail than they'd prefer. Special: Stuns all opponents with eyes that you can see completely. Stun: 100% Stun, Ends Turn Lion (3 Uses): Aggressive Alca Beast who doesn't like being stared at. Special: Only attacks opponents that make eye contact with you. 15-17 Attack, Ends Turn

Healing Bandages: from Dass Healing Escella encounter
Lick Lasher (4 Uses): Long barbed flail that has a taste for enemy flesh! Special: Drains health from all opponents and gives it back to you. 1-2,6-8,10-14 Melee, Ends Turn Full Body Cast (3 Uses): A massive full-body cast that doesn't smell so great. Special: Heals you by 80 but( Uses) your turn. Restore, Ends Turn Healer (2 Uses): A Dass medic who works quickly! Special: Heals you completely. Restore, Doesn't End Turn

Star Beads: from Broken Floor
Gissa Cannon (4 Uses): Long hollow cannon loaded with explosive Gissa ammunition. Special: Attacks all opponents. 2-3,11-15,16-19 Projectile,Gissa, Ends Turn Gissa Coating (3 Uses): Slimy Gissa coating that can be spread across any surface. Special: Increases the damage of your next Gissa attack. Boost,Gissa, Doesn't End Turn Gissa Guardian (2 Uses): Huge and loyal Gissa Beast. Like a big acidic teddy bear. Special: Reflects up to 20 damage of Gissa attacks for one turn. 13-15 Block, Doesn't End Turn

Dass Coins: from Disheveled Crates (in exchange for Dass Flute)
Lucky Knuckles (5 Uses): Golden plated brass knuckles that fit snuggly on your hands. Special: High Stun rate. 1-2,3-6,6-8 Stun: 80% Melee, Ends Turn Spar Change (2 Uses): Collectable coins that opponents go crazy over! Special: Stuns all Enemies if there are two or more present. Stun: 100% Stun, Ends Turn Boar (3 Uses): An enraged Alca Beast with a vicious appetite. Special: Does damage to you if it kills an opponent. 15-18 Attack, Ends Turn

Dass Spear Tip: from Dass Kimusa encounter
Star Swarm (4 Uses): Hundreds of tiny shurikens that fit it[sic] your hand! Special: Damages all Stunned opponents. 1-2,11-15,16-20 Projectile, Ends Turn Weakness Weight (2 Uses): A really heavy Weakness. That's the best description you're going to get. Special: Stuns all enemies that have a Weakness and no Strengths. Stun: 100% Stun, Ends Turn Smoker (3 Uses): Lethal Dass with a seemingly unlimited supply of smoke bombs. Special: High Stun Rate. 8-10,Stun: 85% Stun, Ends Turn
Loot (Chapter 3, Part 2)
Flat Collar: from Alca Beast Carcass
Underdog Slingshot (5 Uses): All you've got is this Slingshot! Special: Only damages Giant opponents. 1-2,10-14,16-21,Stun: 3% Projectile, Ends Turn Boar Trap (2 Uses): A small bear trap. It won't work on bears. Special: Stuns all non-Giant enemies. Stun: 100% Trap, Ends Turn Captain Nibbles (3 Uses): Farsighted agro[sic?] Kimusa who frequently bites off more than he can chew. Special: Only attacks Giant opponents. 16-18 Attack, Ends Turn

Armor Shard: from Tepp the Hargiss encounter
Lance Armor-Strong (4 Uses): Long armor-piercing lance. Special: Does extra damage to Armored opponents. 2-4,7-11,10-14 Melee, Ends Turn Chilly Wind (2 Uses): A blast of icy wind in a small glass jar. Special: Stuns all opponents who aren't wearing a lot of clothing or armor. Stun: 100% Stun, Ends Turn Sloth Belly (2 Uses): A giant slow-moving Dafuun villager. Special: Blocks all attacks under 20 damage on your next turn. Block, Doesn't End Turn

Dass Powder: from Spear Pile
Wea-Punisher (4 Uses): Cat o' nine tails whip that can inflict some serious pain. Special: Does extra damage to opponents who wield Weapons. 1-2,5-8,9-12 Melee, Ends Turn Kick-Me Sign (3 Uses): A paper sign with the words "Kick Me" crudely sketched onto it. Special: Make an opponent weak against your fists. Boost, Doesn't End Turn Striker (3 Uses): Dass Warrior who specializes in hand to hand combat. Special: Only attacks opponents who don't have a weapon. 16-19 Attack, Ends Turn

Cloud Beads: from Massive Hole
Cutter Javelins (5 Uses): Thin javelins that tear up the air around them when thrown. Special: Does powerful damage if it Misses. 1-2,5-7,9-12,Stun: 12% Projectile,Wind, Ends Turn Resist Mist (3 Uses): Thick blinding mist which increases the durability of everything and everyone within. Special: Gives you an extra turn but decreases the damage of your next attack. Boost, Doesn't End Turn Pandol the Blind (3 Uses): Blind Vindil Bandit with a giant axe. Special: Stuns an Enemy if he misses. 12-15 Attack, Ends Turn

Vindil Scrapbook: from Amoren encounter
Big Axe (8 Uses): It's a big axe. Special: High Durability. 3-4,8-10,12-15 Melee, Ends Turn Vindil Baby Pics (2 Uses): A scrapbook of adorable Vindil baby pictures. Special: Stuns all Vindil enemies. Stun: 100% Stun, Ends Turn Scrappy the Bold (3 Uses): This axe-wielding Vindil bandit has no fear! Special: Never misses. 10-15 Attack, Ends Turn

Gauldi's Sickle: from Gauldi encounter
Fickle Sickle (5 Uses): A curved sickle that is designed for finishing opponents off slowly. Special: Does extra damage to non-animal opponents. 2-3,6-8,9-12 Melee, Ends Turn Cat Nipper (3 Uses): A bag of herbs that makes animals go crazy! Special: Increases the damage of your next Animal Ally. Boost, Doesn't End Turn Animal Swarm (4 Uses): A loyal swarm of Kimusas, Pevvins, and Alca Beasts. Special: May do low or high damage. 15-19 Attack, Ends Turn

Gevvis's Staff: from Vindil Shaman (Gevvis)
Gissa Wand (5 Uses): A tiny wand that shoots out massive blasts of Gissa. Special: High damage rate. 4-6,16-19,19-24 Projectile,Gissa, Ends Turn Gissa Sponge (2 Uses): A gross little sponge that soaks up Gissa. Special: Absorbs the next Enemy Gissa attack and then heals you. Block, Doesn't End Turn Gissampire (3 Uses): Large cannibalistic Gissa behemoth! Special: Drains an opponent's health and heals you. 22-26 Restore, Ends Turn
Loot (Chapter 4, Part 1)
Gissa Bowl: from Pyramid Altar
Toxic Spray (5 Uses): A Gissa-infused spray bottle that drains your health to use as ammo. Special: Does damage to you when you hit an opponent with it. High Damage rate. 3-4,12-18,19-25 Projectile,Gissa, Ends Turn Gift of the Gods (2 Uses): An ancient[-]looking bowl with odd markings on the side and crusted blood around its rim. Special: Stuns all opponents at the cost of your health. 1-2,2-4,3-4,Stun: 100% Stun, Ends Turn Collector (3 Uses): A shady Dass decorated in pieces of his slain opponents. Special: Damages both you and an enemy. 18-26 Attack, Ends Turn

Black Toadstool: from Black Toadstools
Chainsaw (4 Uses): It's a really big chainsaw. Special: Does massive damage to the Corrupted. 1-2,13-16,18-24 Melee, Ends Turn Toadstool Dust (2 Uses): A black toadstool cremated into itchy powder. Special: Stuns all Corrupted. 1-2,2-3,3-5,Stun: 100% Stun, Ends Turn Laun'moer (2 Uses): An insane Escella with a lawn mower. Deadly combination. Special: Attacks all enemies. Does massive damage to Corrupted. 12-14 Attack, Ends Turn

Animal Bone: from Giant Cage
Explosive Chew Toy (4 Uses): A seemingly harmless chew toy packing a little surprise. Special: Does extra damage to animal opponents. 1-2,8-11,12-14 Projectile,Fire, Ends Turn Corrosive Chew Toy (4 Uses): An animal chew toy with a nasty surprise. Special: Will damage and stun one Animal enemy. 2-3,5-9,10-15,Stun: 100% Trap, Ends Turn Bass'taird (3 Uses): Sadistic little Escella kid who's too small to pick on people his own size. Special: Damages Animals only. Attack, Ends Turn

Silverfish Core: from Locker
Hook Nunchucks (4 Uses): Silver nunchucks with bladed hooks on each end. Special: Damages you on a Miss. Doesn't use a turn. 3-4,7-10,12-15 Melee, Doesn't End Turn Forging Hammer (2 Uses): A small mallet made from hardened Gissa Shell. Special: Doubles the damage of your next Melee attack but causes additional degradation. Boost, Doesn't End Turn Killverfish (2 Uses): Lethal Gissa Silverfish with long piercing legs. Special: High Damage. Low durability. 20-23,Stun: 4% Attack, Ends Turn

Energy Drink: from Kausis encounter
Soul Spear (3 Uses): This powerful spear absorbs the souls of your enemies and converts it into healing energy. Special: Drains an opponent's health and heals you. Works best of powerful enemies. 1-2,13-16,16-20 Melee, Ends Turn Soul Smoothie (3 Uses): A fruity frozen beverage that both energizes and refreshes. Made with real souls! Special: Heals you by 50 hp and gives you an additional turn. Boost, Doesn't End Turn Sang'Song (2 Uses): Escella bard who can inhale the souls of enemies. Special: Absorbs health from all enemies. Stronger when more opponents are present. 10-10 Restore, Ends Turn

Leech Core: from Island
Leech Staff (5 Uses): A slimy staff with a blade on each end. Special: Drains an opponent's health and heals you. 3-4,11-12,12-15 Melee, Ends Turn Lurk Scavenger (3 Uses): A nasty leech with plenty of room in its belly. Special: Use this on an opponent and then kill them to gain health back. Restore, Doesn't End Turn Breach Leech (3 Uses): A squirming leech that doesn't know the meaning of 'personal space'. Special: Drains an enemy and gives health back to you. 10-15 Restore, Ends Turn

Gold Axe: from Shackles
Gold Axe (9 Uses): A Golden Axe made of durable, Gissa-enhanced steel. Special: High durability. High damage. 3-4,15-19,19-23 Melee, Ends Turn Gold Tower Shield (2 Uses): A large golden tower shield made from nearly impenetrable Gissa[-]enhanced steel. Special: Blocks EVERYTHING for one turn. Block, Doesn't End Turn Hurdon the Golden (2 Uses): A Vindil warrior encased in impenetrable golden body armor. Special: Will block ANY attacks for one turn. Block, Doesn't End Turn

Dragonfly Core: from ?thing in the top-right corner?
Dragonfly Spear (4 Uses): A thin elegant metal spear that slices through the air with no resistance. Special: Attack multiple times in one turn. 1-2,3-4,5-6 Melee,Wind, Ends Turn Fists of Fury (3 Uses): Float like a Pevvin, sting like a much faster Pevvin. Special: Allows you to attack multiple times with your Fists in one turn. Boost, Doesn't End Turn Fragonfly (2 Uses): A speedy Gissa Dragonfly that appears as a blur to the common eye. Special: Attacks multiple times. 5-6 Attack, Ends Turn

Rack Crank: from The Rack
Shocking Prongs (5 Uses): A set of electrified prongs that work wonders during interrogations. Special: Does more damage with each successive hit. 3-4,7-10,12-14 Melee,Electric, Ends Turn Expletive (2 Uses): An object so revolting it cannot be described. Special: Makes an enemy lose their turn and damages them. 2-3,5-9,10-15 Trap,Electric, Doesn't End Turn Bear of Anguish (4 Uses): A very very sad Alca Beast. Special: May do low or high damage depending on how he feels. 16-20 Attack, Ends Turn

Giant Toadstool: from Corrupted Crops (Safter sidequest, Safter probably needs to not have taken too much damage)
Valley Griever (4 Uses): Blast enemies with a torrent of nasty spores[.] Special: Attacks all enemies. High Stun rate. 3-4,7-10,12-15,Stun: 60% Projectile, Ends Turn Magic Mushrooms (3 Uses): Tiny mushrooms that will infuse a humanoid ally with a little something extra. Special: Increases the damage of your next humanoid Ally. Boost, Doesn't End Turn Toadstool Stomper (4 Uses): A young Dafuun who becomes much stronger after consuming his magic mushrooms. Special: May do low or high damage. 17-20 Attack, Ends Turn

Super Plant: from Dead Garden
AG Masher (4 Uses): A large blue-tinted mallet made with Anti-Gissa material. Special: Does extra damage to Gissa enemies. 1-2,4-6,6-10 Melee, Ends Turn Gissa Corrupter (2 Uses): Magic wand infused with Gissa disrupting energy. Special: Stuns all Gissa opponents. Stun: 100% Stun, Ends Turn Gissa Destroyer (3 Uses): A burly Dafuun who grapples Gissa creatures for large audiences. Special: High Damage and Stun rate against Gissa creatures. 20-24,Stun: 70% Attack, Ends Turn

Botfly Core: from Giant Spine Vine
Egg Beater (5 Uses): A Botfly egg-bearing staff that introduces the enemy's body to lots of new friends. Special: May degrade more than once with each use. 1-2,13-16,18-24 Melee, Ends Turn Gissa Salt (2 Uses): A delicious spice that makes everything taste like Gissa. Special: Doubles damage of your next Gissa Weapon but decreases its Durability by two. Boost,Gissa, Doesn't End Turn Shotfly (3 Uses): A speedy botfly that can out-pace a bullet. Special: Very high damage. 22-26 Attack, Ends Turn

Binding Rope: from Amoren Tepp encounter
Homing Missiles (4 Uses): A huge cluster of homing missiles. Special: Attacks all enemies. Never misses. 1-2,12-14,16-22 Projectile,Fire, Ends Turn Internal Voice Box (2 Uses): Open this box to make the enemy start hearing voices. Special: Stuns an enemy if they are alone. 2-3,5-9,10-15,Stun: 100% Stun, Doesn't End Turn Stalker (3 Uses): A cowardly Dass who doesn't take chances. Special: Only attacks enemies who are alone. 16-23 Attack, Ends Turn
Loot (Chapter 4, Part 2)
Slip Collar: from Destroyed Cattle Pen
Lasso Leash (5 Uses): A lasso made from wiry metal rope. Special: Hit a Stunned opponent to keep them Stunned. 3-4,8-10,12-16 Melee, Ends Turn Choke Chain (3 Uses): An inhumane way to cease control of an enemy. Special: Stuns an enemy right after they recover from being Stunned. Trap,Electric, Doesn't End Turn Choke Holder (3 Uses): A Dafuun wrestler who specializes in submission moves. Special: High Damage and Stun rate. 16-22,Stun: 68% Attack, Ends Turn

Anti-Gissa Core: from Gissa Falls (Safter sidequest)
AG Master Masher (4 Uses): A gigantic blue-tinted Mallet made from Anti-Gissa material. It's kind of squishy. Special: Massive damage to Gissa enemies. Not much to anyone else. 1-2,6-7,9-12 Melee, Ends Turn Anti-Gissa Shield (2 Uses): A massive blue emerald shield painted with the mark of Dafuun. Special: Reflects ALL Gissa damage for one turn. Block, Doesn't End Turn Dafuun (2 Uses): The mighty Deity Dafuun. He will not let his world be destroyed by Gissa! Special: Annihilates Gissa Creatures. 27-30 Attack, Ends Turn

Isopod Core: from Protruding Wall
Isopod Grenade (5 Uses): A grenade that looks just like a miniature Gissa Isopod. Special: High Durability. High Damage. 3-4,13-18,19-22 Projectile,Fire, Ends Turn Shell Shield (2 Uses): The explosive shell of a Gissa Isopod. Handle with care! Special: Reflects all melee attacks of up to 30 damage for one turn. Block, Doesn't End Turn Diesopod (2 Uses): A big Gissa Isopod who doesn't move around too much. Special: Blocks up to 40 damage but does heavy damage to you if the total damage exceeds that amount. Block, Doesn't End Turn

Corrupted Swords: from Corrupted Guardian
Bad Swords (3 Uses): Two massive, notched, curved, dented, wrecked, rusty, dirty, bloody, grimy swords. Special: High Damage and Stun rate. 1-2,13-16,18-24,Stun: 70% Melee, Ends Turn Mo'Jo (2 Uses): A thermos containing a delicious, highly caffeinated beverage. Special: Gives you an extra turn and heals you by 20. Boost, Doesn't End Turn Great Keepers (3 Uses): Two Corrupted Vindil Guardians wielding massive curved swords. Special: Attacks multiple times. 8-14 Attack, Ends Turn

Gissa Face: from It (Note: Weapon and Ally are only useful in New Game+ runs because there are only bosses remaining.)
The Life Ender (3 Uses): A small black dagger with a lethal touch[.] Special: Kills a non-boss enemy instantly. 100-100,100-100,100-100 Melee, Ends Turn Ally Diary (2 Uses): A small notebook containing personal notes from your Allies. VERY personal notes. Special: Doubles damage of your next Ally. Boost, Doesn't End Turn Ender (2 Uses): A mysterious Dass made entirely from shadow. Special: Instantly kills all normal enemies. 100-100 Attack, Ends Turn
Loot (Chapter 5)
Kausis Spear: from Kausis
Dass Spear (3 Uses): A thin, well-worn, double[-]sided spear traditionally carried by the general of the Dass. Special: Attack multiple times in one turn. High Stun Rate. 1-2,7-8,9-12,Stun: 40% Melee, Ends Turn Dass Polish (3 Uses): A special Dass concoction that Dass swear make their attacks much more piercing. Special: Significantly increases the damage of your next Fist attack. Boost, Doesn't End Turn Stabber (2 Uses): A Dass who looks up to Kausis and wants to follow in his footsteps. Special:Attacks all enemies multiple times. 10-15 Attack, Ends Turn

Amoren Crossbow: from Amoren
Clunky Crossbow (4 Uses): A large unwieldy crossbow loaded with nasty crooked bolts. Special: High Stun rate. High Miss rate[.] 2-3,16-19,19-27,Stun: 45% Projectile, Ends Turn Dead Weight (3 Uses): A tiny weighted ball with a skull and crossbones on it. Looks harmless enough. Special: Adds ALL elemental weaknesses to an enemy[.] Boost, Doesn't End Turn Vindil Swarm (4 Uses): A swarm of angry drunk Vindil. Special: May do low or high damage. 15-22 Attack, Ends Turn

Unborn Star: from Twin Statues (find and answer Bantry's questions every chapter)
Black Hole Cannon (2 Uses): A hand-held cannon that shoots miniature black holes. Special: Does extra damage to opponents... in space. 2-3,6-10,8-14 Projectile, Ends Turn Plot Device (1 Uses): When the time comes to use this, you'll know. Special: ??? 100-100,100-100,100-100 ???, Ends Turn Black Hole (1 Uses): It's a Black Hole. Special: Damages EVERYONE. Only works in space. 50-50 Attack, Ends Turn

Tepp Shotgun: from Tepp
Giant Shotgun (3 Uses): Tepp's shotgun. It's big. Special: Very High Damage[.] 8-11,25-27,28-35 Projectile, Ends Turn Tepp Shotgun Ammo (2 Uses): Load into any weapon. Somehow even Melee weapons! Special: Doubles Damage of your next Weapon. Boost, Doesn't End Turn Tepp (3 Uses): One very pissed off Hargiss. Special: Makes a good shield. Block, Doesn't End Turn
Key Items (All Chapters)
They mostly let you skip event sequences without taking damage or having fights (but note that sometimes you need to go through the sequence to get the loot).

Chapter 1:
Bandit Foot: from Bear Traps Sacred Locket: from Dangling Net Life Raft: from Scuttled Boat (can also use in chapter 4) Ripe Bud Berries: from Tree Burrow Animal Feed: from Deserted Stables (has multiple uses up to chapter 3 maybe 4?) Life Water: from Kimusa Stash Shell Berry: from Shell Berry Tree

Chapter 2:
First Aid Kit: from First Aid Table Red Key: from Empty Kennel Kimusa Buddy: from Stone Door (has multiple uses up to chapter 4) Dass Brooch: from Collapsed Cages (Cavi) Chest Combination: from Animal Kennel (in exchange for Sacred Locket) Brass Key: from Bunk Bed Dass Flute: from Empty Bookcase Shell Berries: from Shell Fruit Branch

Chapter 3:
Tool Kit: from Locked Chest (in exchange for Chest Combination) Shell Berry Batch: from Tangled Vines Birdseed: from Birdseed Bag Pevvin Herb: from Null Berry Plants (from sidequest in exchange for Birdseed) Anti-Gissa Blaster: from Fountain (in exchange for Pevvin Herb, can also use in chapter 5)

Chapter 4:
Anti-Gissa Wad: from Spine Vine Fort Silver Fork: from Stage Silver Spoon: from Spine Vine Nest Silver Knife: from Safe House Head of Mexx: from Giant Shell Berry Tree
Other thoughts
  • What's inside the Chapter 2 Sealed Hatch?
  • The 'Tiger' Alca Beast doesn't help you in the Chapter 3 event (it makes sense from the description but I got caught off-guard)!
  • I assume the 'Plot Device' item is for the end-game fight against Den but I forgot to try to use it.
  • Do Shell Berries do anything? From the game events, it's supposed to make you stronger the longer you're near them? I didn't notice anything in my single playthrough (even after beating the boss) but maybe you get some sort of powerup in New Game+? It would be a shame if it was just words and had no impact.
  • If you collect all four fist-related items (with some luck) you can do good damage. For example, I think I did 35x2 against Den (but I think multi-hit can go for 5+ times). Feel free to correct me on the damage range. Without the fist damage boost item I think the combo is a lot more mediocre (~1-7 damage per hit).
  • When playing through the game, I prioritized getting a wide spread of items instead of always getting the best combat items. I was lucky enough that I chose at least one relevant item for almost all events, chose a good-enough combination of stuff to get through fights and that I randomly chose enough Wind weapons to make end-game enemies easier (because Wind is so useful in chapter 4 to stun the focusing hives and for bosses). However, you don't need to collect every descriptor/adjective because many of the descriptors are never used.
    From what I remember, there were several calls for weapons of each element (especially fire but never(?) gissa), long (staff-like?) weapons, durable weapons, bladed weapons, powerful projectiles, (small?) metal objects, glowing (or shiny?) items, food items, healing items, allies of each humanoid clan (Escella/Dafuun/Dass/Vindil) strong allies, huge allies, agile allies, and allies with bladed weapons. I think there was also a call (or maybe a couple) for stuff not yet used (full durability), a blunt weapon, a wooden weapon, a rapid-firing projectile, a hollow item, a noisy item, a smelly item, allies of each animal type (Kimusa/Pevvin/Alca Beast (excluding Tiger)), a female ally, a strong & agile ally, maybe sneaky allies, maybe small allies, maybe an ally that had something to do with flying/jumping(?), maybe something trap-related(?), and maybe something string-like(?).