Items
Items can be attached to characters to further expand their skill sets. Each region has a shop in which gold can be used to buy powerful items. Note that some items require a certain mission to be completed.
Throw Kunai
- Energy required:
- No Costs
The holder deals 10 ranged damage to one enemy.
- Cooldown:
- 1
- Class List:
- ranged, instant
Throw Shuriken
- Energy required:
-
The holder deals 10 ranged damage to all enemies.
- Cooldown:
- None
- Class List:
- ranged, instant
Tanto
- Energy required:
-
The holder deals 15 melee damage to one enemy.
- Cooldown:
- None
- Class List:
- melee, instant
Poisonous Darts
- Energy required:
-
The holder affects one enemy with a Poison affliction infinitely, dealing 5 affliction damage to the target each turn. This Poison affliction stacks.
- Cooldown:
- None
- Class List:
- ranged, instant
Fire Arrows
- Energy required:
- No Costs
Multi Shot, Precision Shot, Crossbow Shot and True Shot affect the target with a Burning affliction dealing 10 affliction damage the following turn.
- Cooldown:
- None
- Class List:
- passive, instant
- Costs:
-
0 at Haruto's Shop
Fire Bomb
- Energy required:
-
The holder affects all enemies with a burning affliction, dealing 10 affliction damage to the targets each turn for 2 turns.
- Cooldown:
- Infinite
- Class List:
- ranged, instant
Smoke Bomb
- Energy required:
-
The holder makes all team members invulnerable for 1 turn.
- Cooldown:
- Infinite
- Class List:
- tactic, instant
Caltrop
- Energy required:
- No Costs
Affects all enemies with Caltrop bypassing invulnerability. For 3 turns, if a target performs a melee skill, 15 affliction damage is dealt to the target.
- Cooldown:
- 3
- Class List:
- tactic, instant
- Costs:
-
30 at Haruto's Shop
Metsubishi
- Energy required:
- No Costs
The holder stuns ranged skills of one enemy for 2 turns.
- Cooldown:
- 3
- Class List:
- ranged, instant
- Costs:
-
30 at Haruto's Shop
Sleeping Powder
- Energy required:
- No Costs
The holder stuns mental skills of one enemy for 2 turns.
- Cooldown:
- Infinite
- Class List:
- tactic, instant
- Costs:
-
90 at Haruto's Shop
Battle Armor
- Energy required:
- No Costs
Grants a protector to the holder of 25 hit points.
- Cooldown:
- None
- Class List:
- passive, instant
- Costs:
-
20 at Haruto's Shop
Guard of the Warbringer
- Energy required:
- No Costs
All skills of the holder have a starting cooldown of 3 and grants a protector to the holder of 35 hit points. Until destroyed, mental skills of the holder are on cooldown and both teammates of the holder are invulnerable to melee skills.
- Cooldown:
- None
- Class List:
- passive, instant
- Mission req.:
'King of Kings'
Bowl of Ramen
- Energy required:
-
Heals the holder for 15 health points each turn for 4 turns.
- Cooldown:
- Infinite
- Class List:
- tactic, instant
- Costs:
-
60 at Hermit Shop
Small Health Potion
- Energy required:
- No Costs
Heals the holder for 30 health points and removes Poison afflictions on the holder.
- Cooldown:
- Infinite
- Class List:
- tactic, instant
Medium Health Potion
- Energy required:
-
Heals the holder for 40 health points and removes Poison afflictions on the holder.
- Cooldown:
- Infinite
- Class List:
- tactic, instant
- Costs:
-
60 at Haruto's Shop
Large Health Potion
- Energy required:
-
Heals the holder for 70 health points and removes Poison afflictions on the holder.
- Cooldown:
- Infinite
- Class List:
- tactic, instant
- Costs:
-
150 at Hermit Shop
Small Medical Package
- Energy required:
- No Costs
The holder heals one teammate for 30 health points and removes Bleeding afflictions on the target.
- Cooldown:
- Infinite
- Class List:
- tactic, instant
Medium Medical Package
- Energy required:
-
The holder heals a teammate for 40 health points and removes Bleeding afflictions on the target.
- Cooldown:
- Infinite
- Class List:
- tactic, instant
- Costs:
-
60 at Haruto's Shop
Large Medical Package
- Energy required:
-
The holder heals a teammate for 60 health points and removes Bleeding afflictions on the target.
- Cooldown:
- Infinite
- Class List:
- tactic, instant
- Costs:
-
150 at Hermit Shop
Cleansing Water
- Energy required:
-
Heals the holder and one teammate for 15 health points and removes Burning afflictions on the targets bypassing invulnerability.
- Cooldown:
- 2
- Class List:
- tactic, instant
- Costs:
-
45 at Hermit Shop
Painkiller
- Energy required:
-
The holder affects one team member with a Drug affliction disabling enemy affliction damage for 4 turns.
- Cooldown:
- 4
- Class List:
- tactic, instant
- Costs:
-
90 at Haruto's Shop
Sake
- Energy required:
- No Costs
Affects the holder and one teammate with a Drug affliction, disabling stuns the following 2 turns.
- Cooldown:
- 3
- Class List:
- tactic, instant
- Costs:
-
100 at Haruto's Shop
Pipe of Energy
- Energy required:
- No Costs
Affects the holder with a Drug affliction decreasing the cost of skills by the holder by 1 random energy the following turn.
- Cooldown:
- None
- Class List:
- tactic, instant
- Costs:
-
75 at Hermit Shop
Pipe of Agility
- Energy required:
- No Costs
Affects the holder with a Drug affliction dealing 5 affliction damage and decreasing the cost of skills by the holder by 1 agility energy the following turn.
- Cooldown:
- 2
- Class List:
- tactic, instant
- Costs:
-
90 at Hermit Shop
Pipe of Strength
- Energy required:
- No Costs
Affects the holder with a Drug affliction dealing 5 affliction damage and decreasing the cost of skills by the holder by 1 strength energy the following turn.
- Cooldown:
- 2
- Class List:
- tactic, instant
- Costs:
-
90 at Hermit Shop
Pipe of Intelligence
- Energy required:
- No Costs
Affects the holder with a Drug affliction dealing 5 affliction damage and decreasing the cost of skills by the holder by 1 intelligence energy the following turn.
- Cooldown:
- 2
- Class List:
- tactic, instant
- Costs:
-
90 at Hermit Shop
Pipe of Wisdom
- Energy required:
- No Costs
Affects the holder with a Drug affliction dealing 5 affliction damage and decreasing the cost of skills by the holder by 1 wisdom energy the following turn.
- Cooldown:
- 2
- Class List:
- tactic, instant
- Costs:
-
90 at Hermit Shop
Warbanner of Defense
- Energy required:
- No Costs
When a team member performs a skill, melee and ranged damage dealt to that team member is limited to 45 for 1 turn.
- Cooldown:
- None
- Class List:
- passive, aura
- Costs:
-
125 at Haruto's Shop
Warbanner of Offense
- Energy required:
- No Costs
When a team member performs a melee or ranged skill, melee and ranged damage dealt by that team member is increased by 5 the following turn.
- Cooldown:
- None
- Class List:
- passive, aura
- Costs:
-
125 at Haruto's Shop
Warbanner of Healing
- Energy required:
- No Costs
When a team member performs a melee, ranged or mental skill, that team member is healed 5 health points.
- Cooldown:
- None
- Class List:
- passive, aura
- Costs:
-
150 at Hermit Shop
Warbanner of Resistance
- Energy required:
- No Costs
When a team member performs a tactic skill, stuns on that team member are disabled the following turn.
- Cooldown:
- None
- Class List:
- passive, aura
- Costs:
-
150 at Hermit Shop
Shogi
- Energy required:
- No Costs
Sets the cost of tactic skills by the holder to no energy the following turn. This item has a starting cooldown of 1.
- Cooldown:
- 2
- Class List:
- tactic, instant
- Costs:
-
150 at Hermit Shop
Book of Mentality
- Energy required:
- No Costs
Sets the cost of mental skills by the holder to no energy the following turn. This item has a starting cooldown of 1.
- Cooldown:
- 5
- Class List:
- tactic, instant
- Costs:
-
125 at Haruto's Shop
Feather of the Firehawk
- Energy required:
- No Costs
The holder deals 20 affliction damage to one enemy affected by a Burning affliction bypassing invulnerability.
- Cooldown:
- 1
- Class List:
- ranged, instant
- Costs:
-
125 at Hermit Shop
Eternal Flame of the Honoo
- Energy required:
- No Costs
Increases damage dealt by Burning afflictions performed by the holder by 5. This item can only be equipped by the Honoo clan.
- Cooldown:
- None
- Class List:
- passive, instant
- Mission req.:
'Destruction Incarnate '
Sacred Flower of the Kusa
- Energy required:
-
The holder fully heals all team members. This item can only be used in the first 3 turns. This item can only be equipped by the Kusa clan.
- Cooldown:
- Infinite
- Class List:
- tactic, instant
- Mission req.:
'Severing the Roots'
Sacred Flute of the Shishi
- Energy required:
- No Costs
Sets the cooldown of the Summon skill of the holder to 1 turn. This item can only be equipped by the Shishi clan.
- Cooldown:
- None
- Class List:
- passive, instant
- Mission req.:
'Jaws of the Beast '
Mask of the Kozan Saint
- Energy required:
- No Costs
Melee skills of the holder bypass invulnerability. This item can only be equipped by the Kozan clan.
- Cooldown:
- None
- Class List:
- passive, instant
- Mission req.:
'Anarchy in the Kozan'
Bow of the Aoiro Ancestors
- Energy required:
-
The holder deals 55 piercing ranged damage to one enemy bypassing counters. This item has a starting cooldown of 3. This item can only be equipped by the Aoiro clan.
- Cooldown:
- 3
- Class List:
- ranged, instant
- Mission req.:
'Getting the Facts Straight'
Kage Cloak of Shadows
- Energy required:
- No Costs
Makes the holder invulnerable for 2 turns. This item can only be equipped by the Kage clan.
- Cooldown:
- Infinite
- Class List:
- tactic, instant
- Mission req.:
'Extracting Amaya'
Legendary Katana of Niiro
- Energy required:
- No Costs
Decreases the cost of Blind Spot, Intercept and Demon rage by the holder with 1 strength energy and those skills affect the holder with a Bleeding affliction dealing 15 affliction damage the following turn. This item can only be equipped by Niiro Jun, Hana and Yuudai.
- Cooldown:
- None
- Class List:
- passive, instant
- Mission req.:
'Becoming Daimyo'
Crystal Ball of Senboku
- Energy required:
- No Costs
All team members bypass counters. This item can only be equipped by the Senboku clan.
- Cooldown:
- None
- Class List:
- passive, aura
- Mission req.:
'A Traitor's Smile'
Crimson Viper of the Hebi
- Energy required:
- No Costs
The holder grants a protector to one teammate of 15 hit points. Until destroyed, if an enemy performs a melee skill on that teammate, that enemy is affected by a poison affliction dealing 15 affliction damage each turn the following 2 turns. This affliction renews. This item can only be equipped by the Hebi clan.
- Cooldown:
- Infinite
- Class List:
- tactic, instant
- Mission req.:
'A Snake Biting Its Tail'
Blood Oath of the First Seishin
- Energy required:
- No Costs
When the holder of this item dies, Blood Oath of the first Seishin grants all teammates a protector of 30 hit points. This item can only be equipped by the Seishin clan.
- Cooldown:
- None
- Class List:
- passive, instant
- Mission req.:
'He Who Stood and Fought'
-

Throw Kunai -

Throw Shuriken -

Tanto -

Poisonous Darts -

Fire Arrows -

Fire Bomb -

Smoke Bomb -

Caltrop -

Metsubishi -

Sleeping Powder -

Battle Armor -

Guard of the Warbringer -

Bowl of Ramen -

Small Health Potion -

Medium Health Potion -

Large Health Potion -

Small Medical Package -

Medium Medical Package -

Large Medical Package -

Cleansing Water -

Painkiller -

Sake -

Pipe of Energy -

Pipe of Agility -

Pipe of Strength -

Pipe of Intelligence -

Pipe of Wisdom -

Warbanner of Defense -

Warbanner of Offense -

Warbanner of Healing -

Warbanner of Resistance -

Shogi -

Book of Mentality -

Feather of the Firehawk -

Eternal Flame of the Honoo -

Sacred Flower of the Kusa -

Sacred Flute of the Shishi -

Mask of the Kozan Saint -

Bow of the Aoiro Ancestors -

Kage Cloak of Shadows -

Legendary Katana of Niiro -

Crystal Ball of Senboku -

Crimson Viper of the Hebi -

Blood Oath of the First Seishin