Sengoku Rance:Items

Number coloring

 * Red - Special things for collection purposes. You have most of them by default.
 * Blue - Expendable items: effects upon use include troop healing and stat-boosting.
 * Green - Personal equipment: Affects the character equipping it.
 * Yellow - Global equipment: Affects everyone, but needs to be equipped by somebody to take effect.
 * Purple - Battle permits: Allows equipped units to attack and capture an enemy territory at the beginning of every end-turn phase.
 * NOTE: Some items cannot be unequipped once worn.

Acquisition

 * B - Obtained randomly from troop Battles. Some of these items drop deterministically:
 * After the start of any turn which has a turn number ending in 6 the next battle that you win while attacking an enemy-owned province will be guaranteed to give you exactly one of the Atk/Def/Int/Spd textbooks which give +1 to a stat, each with an equal probability of being obtained. These occurrences stack, but only one book will be given out per won battle. Battle permits are capable of triggering these.
 * Every time that the player wins an army battle without a post-battle event playing* a counter (with an initial value of 0) will be increased by one. Every time that this counter reaches a multiple of 4 the player will be given one of the four affection increasing items, each with equal probability of being obtained.
 * * There are 5 post-battle events where the counter still appears to increase. Namely: The event where Kenshin gains one point in the Emperor Race, the event where Infected troops are burned, the event where Teru is told that she'd make a good husband for Rance, the event where 3G is told about Leila being captured, and the event where Ogawa Kentarou's unit are surprised that he is alive. If the counter becomes 4 when any of these events should have triggered, you will get the item reward instead of the event.
 * "Event battles", such as the Tenshi Sect riots or the all-out battle with the Mouri House, appear not to count. However, battles that are triggered by enemy events, such as the Shimazu brother's five consecutive attacks, do.
 * D - Obtained from winning a battle on a Dungeon floor. You should only get one such drop per win and the lowest priority drop, Ogre Bones, will always drop unless something takes priority over them. All dungeon events will take priority over this type of drop, but this will not harm your future chances of these drops.
 * At the start of the game, every dungeon in the game is assigned two random items from the following ten (with replacement): Draft Paper, Unit Magnifier, Construction Bar, Eloquent Miso, Satomi Lunch, Attack Textbook, Def Textbook, Int Textbook, Speed Textbook, Action Textbook. After the battle on the third floor is won, there is a 1 in 3 chance that the first of the assigned items will drop at the end of any individual floor that follows and this will continue in that dungeon until the item has been dropped. In addition to this, the second of these items will drop in exactly the same way after the battle on the sixth floor is won, although it will still be the case that only one such item can drop per floor and therefore the item which is unlocked earliest will drop first.
 * Leaving the dungeon will not make any changes to this mechanic; once the item is dropped, it is gone from the dungeon forever.
 * This may be the only way that some of these items drop in dungeons.
 * The following items all individually have a 1 in 5 chance of dropping (e.g. you may get unlucky and miss the Coil but get the Iron Pipe), unless you are in the Umeda Underground City dungeon found in Naniwa, where the chance increases to 1 in 2. The priority for these drops is ordered the same as they are listed here, with the highest priority first. Only one of these items can drop at a time and with the sole exception of the Hallucination of Death Medicine, they will only drop once per playthrough.
 * Coil, Iron Pipe, and Tape (in that order). All of these items are for Kaguyahime's side quest and will not drop unless you have talked to her once before. See the bottom of Tokugawa's section in the Walkthrough for details.
 * Ero Candle. This will not drop unless you have completed the second step of Okita Nozomi's character clear; the event where Nozomi and Rance are playing Shougi.
 * Hallucination of Death Medicine. This will not drop unless you do not currently have one in your inventory and have completed the second step of Mouri Teru's character clear, the event where Rance learns that Teru is a virgin. After clearing her, it will be able to drop until you have one in your inventory.
 * Sex Medicine. This will not drop unless you have completed the third step of Rizna's character clear, H-ing Rizna in Rance's room.
 * NB: The items described above that have a 1 in 3 chance of dropping will take priority over these drops.
 * DB - Bonus loot from a dungeon. All occurrences of this link to the part of Dungeons that describes how the individual item drops. These items can only be obtained once per playthrough and will only drop under specific conditions. Not all dungeons have bonus loot and not all bonus loot is an item, see Dungeons.
 * DD - Obtained randomly from fully clearing a Dungeon.
 * The DD drops for the dungeons in the following locations are randomised at the start of the game: Sado, MAZO, Kazusa 2000, Edo, Shell/Kai, Mikawa, Owari, Mamushi Oil Field, Kyo, Yamato, Ise, Naniwa, Tanba, Himeji, Izumo, Mid Earth, Red Helmet, Senkan Nagato, Mikan.
 * Notice that Mid Earth does not have a dungeon. This means that, in each playthrough, one of the 19 items in the bullet point below will be unobtainable by DD drops.
 * The 19 items that can be placed in these 19 dungeons are as follows and are selected without replacement: Kewpie, Bunny Mask, Attack Textbook 2, Def Textbook 2, Int Textbook 2, Speed Textbook 2, Action Textbook 2, Demon-only Chisel, World's Tactics, Strange Quick Bug, Ooe Senrigan, Negoshi Eita, Takumi Takurou, Exclusive Nurse, Popularity Staff, Oiuchi Fang, Guts Armor, Underworld Clock, All-gold Statue.
 * The other three dungeons, Orochi's Cave, the Study Dungeon, and Sekimei's Tomb, do not drop any DD items.
 * If you have already obtained the item that should have been the DD drop (e.g. by 2nd Game Bonuses), then it will make the DD drop either an Attack Textbook 2, Def Textbook 2, Int Textbook 2, or Good Medicine. These items should drop in sequence. That is, the first such drop should always be the Attack Textbook 2 and the second should always be the Def Textbook 2, and so on until the list loops back to the Attack Textbook 2.
 * DE - Obtained from Exiting a dungeon. The mechanics of these drops are as follows.
 * If you either choose to leave a dungeon before completing it or if you have previously cleared the dungeon and are forced to choose to leave when you beat the final floor, then you will obtain exactly one of the following items, each with equal probability (1 in 7):
 * JAWS Screen
 * Expert's Drum
 * Kanou Scroll
 * SenriQ's Cup
 * Seirogan
 * Medicine Sake
 * Motivation Paper
 * Note that you must leave the dungeon by choice. If you are kicked out of the dungeon by any of the following means, you will not get any of the above seven item and you should not receive an Ogre Bone.
 * You lost a dungeon battle.
 * You either chose to fight Orochi and won or chose to not fight Orochi.
 * You beat the final floor of a dungeon for the first time.
 * Any of the events in the Oil Dungeon that feature Ran and Souun caused you to leave.
 * The game in Kyo's dungeon caused you to leave (regardless of if you won or lost). The dungeon will behave normally if you revisit it after beating its game.
 * With the exception of the Orochi cases and beating the final floor of a dungeon for the first time, if you leave a dungeon by any of the above methods, then you will obtain a Seirogan if you have beaten more than two floors of the dungeon during that one visit to the dungeon. If you have beaten more than four floors during that one visit, then you will instead obtain a Medicine Sake.
 * L - Obtained from imposing a Levy
 * Imposing a levy will net Gold and a textbook. The books rotate starting with Attack, then Def, then Int. As for the Gold, whenever a province is conquered by the Oda House for the first time, an event will be made available which will allow the player to impose a levy. If this is done immediately after the conquer, it will gain the Oda House 2,000 Gold. However, for each turn that passes with the province in question still under the control of the Oda House, the amount which can be levied will increase by 100 Gold, to a maximum of 5,000.
 * P - Obtained from Purupet shop
 * S - Obtained from Satisfaction Bonus (might not be available if too many other bonus options take precedence)
 * Location name - Obtained by an exploration event at the location.
 * 2nd - Can be obtained as Second Game bonus if unlocked.

Notes on how items work
Items usually work in both commander and troop battles. For example, the Mysterious Murasame increases damage by 20% in both cases.

Orochi Fang and Ryuuguu Sword
These items only affect physical, not magical damage.

Dungeon Walker, Field Battles Weekly and How to Siege Castles
These items, like Dungeon Walker will give the equipped commander all 4 buffs at 50% at the start of battle.

However:
 * The Dungeon Walker does not work if the commander is switched into the battle after you started that dungeon floor. Also, it does not work in solo battles outside of dungeons.
 * Field Battles Weekly only works in fields
 * How to Siege Castles only works in castles
 * There is no equivalent item to give buffs in Town battles

Battle Permits
Battle Permits are acquired after Turn 60 when you have at least one commander that meets the requirements to use them (a Foot Soldier/Warrior/Ninja/Tactician/Diviner unit with at least 1000 soldiers).
 * Commanders with permits will take over any territory except the final one in a province
 * You will lose the Battle permits if commanders with Battle Permits attempt to attack Senkan Nagato (or deeper into Shimazu/Demon Army territory) in the True route

Protection
A commander equipping the Protection Paper item will start the battle with a Guard Shikigami barrier already cast on him/her. This is very useful for Warrior commanders to damage the opposition without facing counterattack damage. It can also be used on weaker units to let them survive one more turn or even a Foot Soldier commander with Ally/All Guard so that he/she can defend allies even more.

Another good use for the Protection Paper is by giving it to a Diviner. This way, when they are summoning shikigamis and a ninja attacks them (as they are prioritized by ninjas as a target), the barrier will cancel the attack and the summoning won't be stopped.