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
NOTE: In repeating a cleared dungeon, you normally obtain 2 items. The first is usually Ogre Bones, and the second is marked DE. It is possible to obtain anything marked D instead of the Ogre Bone for the first of the two items though it is EXTREMELY rare. Additionally, there will sometimes be events that will replace an item drop.
 * B - Obtained randomly from troop Battles (after a turn ending in 6 passes, you are guaranteed to get a Atk/Def/Int/Spd textbook from the next battle).
 * D - Obtained randomly from passing through a Dungeon floor, or when retreating from dungeon. Except for Ogre Bones (item 5), all other drops are rather rare.
 * DD - Obtained randomly from fully clearing a Dungeon.
 * DE - Obtained from rEpeating the final floor of a cleared Dungeon. (but you'll almost always receive an Ogre Bone from repeating cleared dungeons)
 * L - Obtained from Imposing a Levy
 * 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.

NOTE: Imposing a levy will net Gold and either an attack, defense, or intelligence textbook. The amount of Gold gained from the levy depends on how long the province has been held (2000 G initially, but can grow to a max of 5000 G after 30 turns), while the books rotate starting with attack, then defense, then intelligence.

Items usually work in both commander and troop battles, the Murasame sword increases damage by 20% in both cases. The Orochi Fang and Ryuuguu sword only affect physical damage however. Dungeon walker does not work if the commander is switched in, and it does not work in commander battles outside of a dungeon. Town battles (ones with 10% battlefield effect) do not count for either Field battles weekly or How to seige castles.

Items 76~90 (Yellow/Purple)

 * All Operation permits are acquired automatically at turn 61 or as Second Game bonuses.
 * Since acquisition of permits is a beginning of turn event, it is possible for the event to be preempted by high-priority events. (For example, in this editor's last game it took until turn 66 due to consecutive storyline events.)
 * To successfully use permits, it counts how many troops your equipped unit currently has, not their maximum, so be sure to heal them to 1000 first.
 * Permit holders always reclaim territories in your provinces before attacking enemy territory. Note that they are not intelligent in how they do this - it's random.
 * All attacks with permits are always successful, except attacks on Demon Army controlled territory in the Africa areas (including Senkan Nagato) in the True Route. However the attacking troop may lose more than 1000 troops. Thus it may be more advantageous to leave battle permit holders' troop sizes at 1000.
 * You may gain stat increase books from battle permit attacks. The condition for this is unknown, but while the type of book may change from reloading, when you get the book does not. You cannot gain a book of skill (increase action points) this way. (needs confirmation) However, you can gain books of speed, which are rarer than attack, defence, and intelligence books as they cannot be gained from imposing a levy.
 * Permits cannot be used to take over the last territory of a province.