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Sengoku BASARA Wiki

Here is a table of the items corresponding to their row and column position at the item select screen. Some items are new to Utage. Some have been removed. Personal Item and summaries of their effects will be included here as well (information needed).

Items1

Items are also often referred to by their row - column address ex: 1-1 would be row 1 column 1 or 3 - 5 would be row 3 column 5. There are 32 rows of items with 6 in each row.

Any help with exact values and item names would be appreciated.

Table: S = Small, M = Medium, L = Large, PI = Personal Item (adds a unique effect to specified character)

1 2 3 4 5 6
1 S3HJ08 75d8da3a 9 02 S3HJ08 75d8da3a 9 06 S3HJ08 75d8da3a 9 04 S3HJ08 75d8da3a 9 08 S3HJ08 75d8da3a 9 12 S3HJ08 75d8da3a 9 10
Life +2000/3000/4000 Attack +100/200/300
2 S3HJ08 75d8da3a 9 17 S3HJ08 75d8da3a 9 20 S3HJ08 75d8da3a 9 21 S3HJ08 75d8da3a 9 22 S3HJ08 75d8da3a 9 23 S3HJ08 75d8da3a 9 25
Defence +200/250/400 Recovery item's potency +5/10/15%
3 S3HJ08 75d8da3a 9 27 S3HJ08 75d8da3a 9 29 S3HJ08 75d8da3a 9 30 S3HJ08 75d8da3a 9 34 S3HJ08 75d8da3a 9 35 S3HJ08 75d8da3a 9 36
BASARA Art attack power +200/300/400 Attack +300/400/500 during Drive/Boost
4 Fan1 Fan2 Fan3 Sakura1 Sakura2 Sakura3
Camp Commanders take more damage S/M/L Elemental attack activation chance +5/7/9%
5 Catapillar Catapillar2 Catapillar3 Coins Coins2 Coins3
Enemy guard break and dizzy chance up S/M/L Stun, guard break & dizzy player less often S/M/L
6 Shell Shell2 Shell3 Bird1 Bird2 Bird3
Attack +70/80/90 for every base captured Attack & Defense +50/60/70 during BASARA Assist
7 Meep 02 Meep 06 Meep 04 Meep 08 Meep 12 Meep 10
Attack & Defense +200/300/400 when near death Aerial attack power +400/500/600
8 Meep 17 Meep 20 Meep 21 Meep 22 Meep 23 Meep 25
Attack +700/800/900 when all 3 gauges are full Attack +500/600/700 for the first hit of the S-string
9 Meep 27 Meep 29 Meep 30 Meep 34 Meep 35 Meep 36
Parry damage +2000/2500/3000 First 10/20/30 seconds of stage grant +4000 attack
10 Bla 02 Bla 06 Bla 04 Bla 08 Bla 12 Bla 10
Heal while guarding S/M/L Decreases attack power by 5/10/15%
11 Bla 17 Bla 20 Bla 21 Bla 22 Bla 23 Bla 25
1-hit kills grant 3/4/5 zenny(coins) Luck Up S/M/L
12 Bla 27 Bla 29 Bla 30 Bla 34 Bla 35 Bla 36
Allies become Fire/Shock/Ice/Wind/Dark/Light proof
13 Muup 02 Muup 06 Muup 04 Muup 08 Muup 12 Muup 10
3x damage to long-range soldiers 3x damage to shielded soldiers, 1 hit to break shields 3x damage to large/heavy soldiers 3x damage to ninjas 3x damage to machines, 1 hit to break traps 3x damage to animals
14 Muup 17 Muup 20 Muup 21 Muup 22 Muup 23 Muup 25
Higher Critical Hit chance The final hit of a Normal Arts combo is a critical hit You deal 50% more damage but take 300% more in return Weapon power is the same as your strongest weapon. Does not include bonus effects Hero Time is extended by 1 second for every 5 KOs Occupying camp fills Hero Gauge twice faster. Boost gauge fills after 80 kills
15 Muup 27 Muup 29 Muup 30 Muup 34 Muup 35 Muup 36
Hit count up +2 when all 3 gauges are full Battle Frenzy is extended by 5 seconds Time allowed between combo hits is extended One hit counts as 2 during BASARA Art Hero Gauge is full at the start of battle Can activate Drive once when gauge isn't full. Leaves you in red health
16 SI13 SI14 SI15 SI16 SI17 SI18
Movement speed is greatly increased Rice balls temporaly increase speed Damage taken from enemies is reduced by 1/4 Taunting fills the BASARA Gauge faster BASARA Gauge is full at the start of battle BASARA gauge fills faster
17 SI19 SI20 SI21 SI22 SI23 SI24
Cannot be stunned by soldier's arrows and bullets Automatically deflects arrows and bullets while blocking Makes it easier to parry attacks Recover a large amount of health when you win a duel Shortens dizzy recovery time Increases invincibilty frames while dodging
18 SI25 SI26 SI27 SI28 SI29 SI30
1 hit counts as 2 while riding a horse Combo stays active while riding a horse Attack up while riding a horse Health is always low but exp multiplier +1 Health continuously decreases but money rate x3 Attack increases for Every kill
19 SI31 SI32 SI33 SI34 SI35 SI36
You get 50% more exp but the Health Gauge is hidden Doubles exp gained from special stage awards Exp multiplier +0.2. +2 if equipped by both players You will always get the same weapon but with higher LV (Does not work in Challenge mode) Summons the money mallet every 100 kills Double the HP of all enemies
20 SI37 SI38 SI39 Hurr Durr SI42
You get 4x more money, but your money will be cut by half when you get hit Sword, Shield and Money Mallet temporary boosts last 10 seconds more Increases blow back distance of blow back attacks Bodyguard will not assist you in battle Nullifies weapon power-ups (Attack+, Defense+, BASARA+ and Boost+) Fugitives are marked on map. Being equipped by both players increases spawn chance
21 101 102 103 104 105 106
Allied soldiers flatter you with kind words Allied soldiers talk crap to you During battle you hear an old japanese radio show You hear: "the girl and the monkey" in battle You hear hard but fair talk of the strange daughter Chance to revive after death
22 107 108 109 110 111 112
The opening song "UTAGE" plays during battle The ending song "Twilight" plays during battle Your character's theme song plays during battle Your ally's theme song plays during battle Plays the last song you've listened to in the gallery Gray and Gold items effects swapped
23 113 114 115 116
Grants up to 4 more Hatena Boxes (lucky item boxes) after battle
24 117 118 119 120
Full set grants extra 5K exp after battle
25 121 122 123 124
Full set grants extra 5K zenny(coins) after battle
26 125 126 127 128
Grants up to 4 golden armors after battle. Disable blocking & dodging
27 129 130 131 132
Full set grants incredible luck, but disables healing
28 133 134 135 136 137 138
Hisahide PI.
Permanent Blaze Border mode
Kojūrō PI.
Permanent Moonless Slaughter mode
Sasuke PI.
Every dashing, jumping, and evading move sends out shadow clone
Hideaki PI.
When health is full, Triangle will always be a lobster. Regain health when eating a carrot/lobster
Tenkai PI.
Permanent Ecstasy mode
Yoshiaki PI.
Taunt move becomes Play Dead. During this state, health and BASARA fill up (Health MUST not be full)
29 139 140 141 142 143 144
Muneshige PI.
Permanent Thunder King mode. +2 hits on all prolonged chainsaw attacks
Sōrin PI.
Converted absorbs 5 times more damage. Removes time limit of his 3rd Super
Ieyasu PI.
Permanent Hood mode
Mitsunari PI.
Max movement speed for Reverence. Dark element chance up 15% to any weapon. Instant start up for all skills
Yoshitsugu PI.
Adds +3 hit and dark element when locked on to a target
Magoichi PI.
Pistol shots are rockets
30 145 146 147 148 149 150
Kanbei PI.
Set a bomb when dodging. Increases the duration of certain skills
Tsuruhime PI.
Trap enemies in a bubble when dashing into them
Masamune PI.
Permanent Six Claws mode
Yukimura PI.
Permanent Fired Up mode
Keiji PI.
Taunt makes surrounding enemies dance and then fill your BASARA gauge
Motochika PI.
Net damages enemies inside and around it. Can also trap Tadakatsu, Yoshitsugu, and Sōrin
31 151 152 153 154 155 156
Motonari PI.
Super armor when setting traps
Yoshihiro PI.
All enemies and allies die in one hit
Tadakatsu PI.
All Super Skills have no time limit. Electromagnet no longer drains health
Kotarō PI.
All aerial attacks are critical and +3 hits per attack
Oichi PI.
Can revive once during battle
Nobunaga PI.
Greatly increase duration time for both Battle Boost & Battle Drive
32 157 158 159 160 161 162
Kenshin PI.
Lengthen God Region activation time. Increase speed and all attack have Ice element during God Region
Kasuga PI.
Releases binding wires/strings when using moves/skills
Toshiie PI.
Permanent Rice Ball mode
Matsu PI.
Attacks that use animals have twice more power
Ujimasa PI.
Activation time for both Moxibustion and Past Glory is 3 times longer
Shingen PI.
Permanent Fu-Rin-Ka-Zan mode
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