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 piercing 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:
- Infinite
- Class List:
- passive, instant
- Costs:
-
0
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:
-
5
Metsubishi
- Energy required:
- No Costs
The holder stuns ranged skills of one enemy for 2 turns.
- Cooldown:
- 4
- Class List:
- ranged, instant
- Costs:
-
5
Sleeping Powder
- Energy required:
- No Costs
The holder stuns mental skills of one enemy for 2 turns.
- Cooldown:
- Infinite
- Class List:
- tactic, instant
- Costs:
-
15
Battle Armor
- Energy required:
- No Costs
Grants a protector to the holder of 25 hit points.
- Cooldown:
- Infinite
- Class List:
- passive, instant
- Costs:
-
5
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 45 hit points. Until destroyed, mental skills of the holder are on cooldown, all damage reduction and limitation on the holder is disabled and both teammates are invulnerable to melee skills.
- Cooldown:
- Infinite
- Class List:
- passive, instant
- Mission req.:
'King of Kings'
Bowl of Ramen
- Energy required:
-
Affects one team member with Bowl of Ramen for 3 turns, granting 2 random energy when it ends. During this time, the target is healed for 10 health points each turn. This skill ends when the target is stunned.
- Cooldown:
- 2
- Class List:
- tactic, instant
- Costs:
-
10
Small Health Potion
- Energy required:
- No Costs
Heals the holder for 25 health points and removes Poison afflictions on the holder. Can be used 2 times.
- Cooldown:
- 2
- Class List:
- tactic, instant
Medium Health Potion
- Energy required:
-
Heals the holder for 35 health points and removes Poison afflictions on the holder. Can be used 2 times.
- Cooldown:
- 3
- Class List:
- tactic, instant
- Costs:
-
15
Large Health Potion
- Energy required:
-
Fully heals the holder and removes Poison afflictions on the holder. Can be used 1 time.
- Cooldown:
- Infinite
- Class List:
- tactic, instant
- Costs:
-
30
Small Medical Package
- Energy required:
- No Costs
The holder heals one teammate for 25 health points and removes Bleeding afflictions on the target. Can be used 2 times.
- Cooldown:
- 2
- Class List:
- tactic, instant
Medium Medical Package
- Energy required:
-
The holder heals a teammate for 35 health points and removes Bleeding afflictions on the target. Can be used 2 times.
- Cooldown:
- 3
- Class List:
- tactic, instant
- Costs:
-
15
Large Medical Package
- Energy required:
-
The holder fully heals a teammate and removes Bleeding afflictions on the target. Can be used 1 time.
- Cooldown:
- Infinite
- Class List:
- tactic, instant
- Costs:
-
30
Cleansing Water
- Energy required:
-
Heals the holder and one teammate for 10 health points and removes Burning afflictions on the targets bypassing invulnerability.
- Cooldown:
- 2
- Class List:
- tactic, instant
- Costs:
-
10
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:
-
20
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:
-
20
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:
-
15
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:
-
20
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:
-
20
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:
-
20
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:
-
20
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:
- Infinite
- Class List:
- passive, aura
- Costs:
-
25
Warbanner of Offense
- Energy required:
- No Costs
When a team member performs a melee or ranged non-item skill, melee and ranged damage dealt by that team member is increased by 5 the following turn.
- Cooldown:
- Infinite
- Class List:
- passive, aura
- Costs:
-
25
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:
- Infinite
- Class List:
- passive, aura
- Costs:
-
30
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:
- Infinite
- Class List:
- passive, aura
- Costs:
-
30
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:
-
30
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:
-
25
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:
-
25
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:
- Infinite
- 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:
- Infinite
- 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:
- Infinite
- 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:
- Infinite
- 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:
- Infinite
- 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:
- Infinite
- 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