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User:Cerberusleuth/Dirk

From The Codex

CogDis Items and Equipment

Alinivar

Mind Manipulation (The Loony Tune is described to make your mind hurt and has a chance to inflict the strange debuff to the target. Magicant Guitar has a higher chance inflicting the strange debuff), Petrification and Transmutation (The Star Lullaby and Space Jam can diamondize the target), Electricity Manipulation and Empathic Manipulation (Lightning Tosser is an electric weapon that causes crying), Inperceivable Attacks, Mind Manipulation, Velocity Manipulation, and Undodgeable Attacks (Borange Ray can inflict the Insane debuff, as well as ignoring enemy evasion, allowing the user to go first, and attacks with an inexplicable element), Berserk Mode (Via Pyscho Stalk Guards), Resistance to Status Effect Inducement, Mind Manipulation, Sense Manipulation, Sleep Manipulation, Disease Manipulation, Paralysis Inducement, Transmutation, Petrification, Radiation Manipulation, Empathic Manipulation, Statistics Reduction, Fire Manipulation, Heat Manipulation, Cold Manipulation, Air Manipulation, Ice Manipulation, Light Manipulation, Electricity Manipulation, Elemental Manipulation, Magic, Death Manipulation (Varies Pendants and Coins grant resistance to elemental powers from PSI and Status Effects. Warm Scarf protects from the Freeze Element. Red Cap prevents insane)
Healing and Purification (Via various Healing Items. Guardthought Pill cures status effects, and Green Gem acts as a PK Healing α), Poison Manipulation (Yellow Shroom Cap inflicts poison), Disease Manipulation (Gross Purple Fungus inflicts Nausea), Mind Manipulation (Magic Mushroom inflicts strange and dumb, Guardthought Pill inflicts dumb), Fire Manipulation (Fire in a Jar is a one-use PK Fire, Red Gem acts as an infinite use PK Fire), Resistance Manipulation (Vulnerability Spray reduces or outright removes resistances), Attack Reflection (Guardthought Pill provides PSI Reflect), limited Irreversible Damage (Guardthought Pill makes the target resist Lifeup), Ice Manipulation (Blue Gem acts as an infinite use PK Freeze α), Radiation Manipulation (Yellow Gem acts as an infinite use PK Beam β), Save and Load (Fuzzy Frog saves the game)

  • Mr. Guitar: +20 Strength, 90% Accuracy
It's got a bow on top, of course.
  • Loony Tune: +31 Strength, 90% Accuracy. 20% chance of making targets feel strange.
A guitar with a pattern that makes your mind hurt.
  • Air Guitar: +41 Strength, +2 Speed, 90% Accuracy
Don't set it down, or you'll never find it again.
  • Fishbone Guitar: +45 Strength, +10 Defense, -1 Speed, 90% Accuracy
Made of real fish bones, but it's not a bass.
  • Shreddin' Six String: +52 Strength, +5 IQ, 90% Accuracy
Made of metal, made for metal. Meedly meedly moww.
  • Magicant Guitar: +65 Strength, +8 IQ, +1 Speed, 90% Accuracy. 35% chance of making targets feel strange.
Visibly almost identical to the Mr. Guitar...
  • Slab Slammer Axe: +60 Strength, +30 Defense, 90% Accuracy.
Guitar of hard rock. Col. Saturn dislikes this.
  • Star Lullaby: +85 Strength, +50 IQ, +30 Speed, 95% Accuracy. 35% chance of Diamondizing the target.
An airy guitar perfect for playing a soft melody.
  • Space Jam: +90 Strength, +15 Defense, +20 IQ, +10 Speed, 90% Accuracy. 35% chance of Diamondizing the target.
Jam with the power of the stars. Can Diamondize.
  • Lightning Tosser: +35 Strength, -5 Speed. Does both Physical and Electric damage.
Anyone can carry this heavy weapon. Causes crying.
  • Borange Ray: +95 Strength. Can inflict Insane. Does Inexplicable element damage. Always hits twice, the user always attacks first at the start of the battle, hits all enemies, and ignores enemy evasion.
Powered by markers and sweet tea.
  • Eye Stalk Guards: +4 Defense
They're yellow and ugly, but protective.
  • Psycho Stalk Guards: +10 Strength, +5 Defense. Causes Berserk status when equipped.
Guaranteed to drive Mooks nuts or your money back.
  • Bright Stalk Guards: +11 Defense, +3 Intelligence, +1 Speed
These are bright orange and hard to miss.
  • Warm Scarf: +17 Defense. Resists Freeze element.
A Mook could use this to keep the eye stalks warm.
  • Amorphous Orbs: +14 Defense, +5 Intelligence
Protective and blobby, could be used on eyestalks.
  • Durable Tubing: +15 Defense, +2 Intelligence, +6 Speed
Could be wrapped around eye stalks.
  • Meteorbs: +9 Defense, +18 Intelligence. Halves all PP usage.
These orbs make it much easier to focus PSI.
  • Tentacle Bands: +2 Strength, +3 Defense
Cloth to protect your tentacles.
  • Tentacle Wrapping: +3 Strength, +5 Defense, +2 IQ
It's not a bow or ribbon. No way, never.
  • Red Tentacle Ribbons: +3 Strength, +6 Defense, +5 IQ
They resemble Mr. Saturn bows. Stop Dan!
  • Borange Guards: +12 Strength, +6 Defense, -1 Speed
Tentacle guards in a Fobby color.
  • Brass Tentaknuckles: +12 Strength, +6 Defense, -1 Speed
These are dangerous looking and made of metal.
  • Series of Tubes: +6 Strength, +14 Defense, +1 Speed
Not a dump truck. Could be used for tentacles.
  • Shell Straws: +12 Strength, +35 Defense, +45 IQ
Made of shell material. Useful for a Mook.
  • Comet Ribbons: +10 Strength, +25 Defense, +10 IQ, +5 Speed
This malleable ribbon could be used for tentacles.
  • Pliable Vines: +15 Strength, +25 Defense, +15 IQ, +10 Speed
Try wrapping them around your tentacles. Warm!
  • Bling Bling Belt: +16 Strength, +28 Defense, +10 IQ, -1 Speed
I guess this could be wrapped around tentacles.
  • Plain Coin: +1 Defense
It's rather boring.
  • Braggart's Coin: +1 Strength, +1 Defense, +1 IQ, +1 Speed
For those who win battles they're not supposed to.
  • Shiny Coin: +3 Defense
Plain but polished. Everyone loves shiny things.
  • Eye Coin: +4 Defense, +2 IQ. Provides 100% resistance to Crying.
It's cute and watching. Resists crying.
  • Emblem Coin: +1 Strength, +6 Defense, +1 IQ. Provides 100% resistance to Crying.
+1 Strength, +6 Defense, +1 IQ. Provides 100% resistance to Crying.
  • Coin of Defense: +9 Defense. Provides 100% resistance to Crying.
This useful item can protect almost anyone.
  • Coin of Everything: +4 Strength, +4 Defense, +4 IQ, +4 Speed
A little of everything, but not a lot.
  • Radiant Coin: +20 Defense. Provides 100% resistance to instant KO and Numb.
Enhances defense and prevents instant KO and numb.
  • Wonder Coin: +3 Strength, +15 Defense, +3 IQ, +3 Speed. Provides 50% resistance to all status problems except Insane.
Slightly resists all status problems but Insane.
  • Hero Shirt: +10 Defense
Earth clothing. One stripe adorns the middle.
  • Ninja Bandana: +12 Speed
Made for Mr. Saturn, but fairly versatile.
  • Red Cap: +2 Defense. Fully resists Insane.
Only someone special can wear it. Prevents Insane.
  • Hero Cap: +55 Defense, +25 Intelligence. Fully resists Insane and halves PP use.
Left behind by a lost memory. Prevents Insane.

  • Yellow Shroom Cap: Inflicts Poison on a single target
It lets out a puff of noxious spores when thrown.
  • Gross Purple Fungus: Inflicts Nauseous on a single target.
Eww. This could make anyone sick.
  • Magic Mushroom: Inflicts Strange and Dumb on a single target.
Illegal on several planets. Toss at an enemy...?
  • Fire in a Jar: Invokes PK Fire α on use. Doesn't consume PP, but single-use.
It's fire... in a jar. Let it out to cause havoc.
  • Vulnerability Spray: Reduces a single target's resistance to Freeze, Fire, Beam and Electric attacks. Five uses.
Reduces an enemy's PSI resist. Lasts a few uses.
  • Guardthought Pill: Cures Numb, Beamed, Sleep, and Coughing, and imbues the target with a PSI Reflect. At the same time, it also inflicts Dumb and makes the target resist Lifeup.
Temporarily protects an ally from attack, but...
  • Blue Gem: Invokes PK Freeze α, consuming 4 PP per use.
Makes you think of Col. Saturn and a tall older boy.
  • Red Gem: Invokes PSI Healing α, consuming 4 PP per use.
Makes you think of Earth and a bat-wielding boy.
  • Green Gem: Invokes PK Fire α, consuming 6 PP per use.
Makes you think of Mars and a boy with glasses.
  • Yellow Gem: Invokes PK Beam β, consuming 8 PP per use.
Makes you think of Jupiter and a girl with a hat.
  • Green Gembloom: Heals 30 HP and cures Poison and Nausea
  • Red Gembloom: Completely heals a Mr. Saturn
  • Ugh Stew: Heals 4 HP + 1% of max HP.
  • Peanut Cheese bar: Heals 30 HP
  • Can of Fish Food: Heals 30 HP + 1% of max HP.
  • Gummi Blob: Heals 50 HP.
  • Cray-Z Fries: Heals 65 HP and 10 PP.
  • Cactus Fruit: Heals 100 HP.
  • Kindness: Heals 100 HP to the whole party.
  • Cray-Z Sammich: Heals 100 HP and 10 PP.
  • Snow-Cone: Heals 120 HP.
  • Delicious Cake: Heals 120 HP.
  • Hamburger: Heals 120 HP.
  • Purple Banana: Heals 150 HP.
  • Super Fixer Nanobots: Heals all HP to one target.
  • Nanobot Injection: Gradually heals all HP if used on Larice.
  • Magic Herb: Heals all HP to one target.
  • Big Gummi Blob: Heals the whole party's HP completely.

Colonel Saturn

Poison Manipulation and Disease Manipulation (Mushroom Blaster, Hand Cannon, and Dust Launcher can make targets cough or nauseous), Electricity Manipulation and Empathic Manipulation (Needler has an electric element. Lightning Tosser is an electric weapon that causes crying), Velocity Manipulation (Speedy Popper, Borange Ray, and Shroomshot Rifle makes Colonel Saturn always go first), Radiation Manipulation (Secret Ray Gun and Mayhem Shotgun has the beam element), Undodgeable Attacks (Secret Ray Gun, Shroomshot Rifle, Borange Ray, and Mayhem Shotgun will always hit the target and enemies can't dodge it), Ice Manipulation (Via Icicle Gun), Darkness Manipulation and Nothingness Manipulation (Duskblaster is a "dark-based gun" that has a typeless attack, allowing it to ignore resistances), Berserk Mode (Via Psychotic Bow), Light Manipulation, Sense Manipulation, and Sleep Manipulation (Flashblaster is a light-based gun that can induce numb or sleep, Mayhem Shotgun can make opponents numb, Borange Ray can inflict the Insane debuff), Death Manipulation and Mind Manipulation (Mayhem Shotgun can inflict KO or strange), Status Effect Inducement (Shroomshot Rifle can cause several status problems), Inperceivable Attacks (Borange Ray attacks with an inexplicable element), limited Cyborgization (Radar Bow has cybernetic enhancements in it), Resistance to Status Effect Inducement, Mind Manipulation, Sense Manipulation, Sleep Manipulation, Disease Manipulation, Paralysis Inducement, Transmutation, Petrification, Radiation Manipulation, Empathic Manipulation, Statistics Reduction, Fire Manipulation, Heat Manipulation, Cold Manipulation, Air Manipulation, Ice Manipulation, Light Manipulation, Electricity Manipulation, Elemental Manipulation, Magic, Death Manipulation (Varies Pendants and Coins grant resistance to elemental powers from PSI and Status Effects. Azure Bow protects against the cold. Morph-Iron Bow provides resistance to beamed. Red Cap prevents insane)
Healing and Purification (Via various Healing Items. Guardthought Pill cures status effects, and Green Gem acts as a PK Healing α), Poison Manipulation (Yellow Shroom Cap inflicts poison), Disease Manipulation (Gross Purple Fungus inflicts Nausea), Mind Manipulation (Magic Mushroom inflicts strange and dumb, Guardthought Pill inflicts dumb), Fire Manipulation (Fire in a Jar is a one-use PK Fire, Red Gem acts as an infinite use PK Fire), Resistance Manipulation (Vulnerability Spray reduces or outright removes resistances), Attack Reflection (Guardthought Pill provides PSI Reflect), limited Irreversible Damage (Guardthought Pill makes the target resist Lifeup), Ice Manipulation (Blue Gem acts as an infinite use PK Freeze α), Radiation Manipulation (Yellow Gem acts as an infinite use PK Beam β), Save and Load (Fuzzy Frog saves the game)

There are two types of guns Colonel Saturn can equip. One type, a "2x" gun, are guns that Colonel Saturn can dual-weild, and thus allowing him to attack twice in a row. The other type is a shotgun, which takes up both weapon slots, meaning he cannot dual weild with it. However, it will hit all enemies.

  • Rusty Revolver (2x): Colonel Saturn's initial weapon. +3 Strength
Apparently a war trophy. Not very useful. 2x
  • Mushroom Revolver (2x): +4 Strength. Attacks can poison, nauseate, or make targets cough.
Nasty shrooms come out the end... 2x
  • Dusty Revolver (2x): +5 Strength. Attacks can make targets cough.
Causes coughing fits to targets. 2x
  • Cowboy Peashooter (2x): +9 Strength
A better one-handed gun. Yeeeeehaw! 2x
  • Needler (2x): +11 Strength. Has an electric element
Electric alien weapon. For UFOs or Mr. Saturn. 2x
  • Seedy Popper (2x): +2 Strength. Makes it where Colonel Saturn always goes first
Weak, but lets the holder always move first. 2x
  • Secret Ray Gun (2x): +6 Strength. Enemies can't dodge, and can beam the target
Looks like a normal handgun, but shoots beams. 2x
  • Icicle Gun (2x): +14 Strength. Can freeze the target.
Icicles leave no evidence at the murder scene. 2x
  • Mobster Semi-Auto (2x): +6 Strength. Each gun fires twice, allowing Colonel Saturn to attack up to 4 times.
It'll make you an offer you can't refuse. 2x
  • Duskblaster (2x): +50 Strength. Uses a typless attack.
Dark-based gun with double typeless attack. 2x
  • Hand Cannon (2x): +55 Strength. Can make targets cough.
Shamblers like this, but Mooks don't. 2x
  • Flashblaster (2x): +55 Strength, +10 defense and speed. Will hit all enemies, and can inflict numb or sleep
Light-based gun with a huge Flash effect. 2x
  • Obligatory Shotgun: +10 Strength
Well, it's a shotgun... Pump action and all that
  • Shinestone Shotgun: Made by combining Shinestone and Scrap Metal. +18 Strength
Shinestone plated, double barreled. Beastly!
  • Mayhem Shotgun: +42 Strength, -3 defense, +10 agility, +35% critical strike chance. Hits twice, can't be dodged, and can inflict KO, Numb, Beamed, and Strange.
It's double-barreled and causes a lot of havoc
  • Shroomshot Rifle: 2 handed weapon that won't hit all targets, but it hits twice, can't be dodged, and allows Colonel Saturn to go first. +52 strength, +4 agility. Can cause status problems
Fast and can cause many status problems.
  • Lightning Tosser: +35 Strength, -5 Speed. Does both Physical and Electric damage.
Anyone can carry this heavy weapon. Causes crying.
  • Gaia Beam: +30 Strength, +5 Defense, +3 Speed, 25% critical hit chance.
High critical rate. For use by Starman, UFO, hippy.
  • Porta-Cannon: +85 Strength, -3 Speed. Can inflict instant KO.
So huge it can sometimes crush an enemy instantly.
  • Borange Ray: +95 Strength. Can inflict Insane. Does Inexplicable element damage. Always hits twice, the user always attacks first at the start of the battle, hits all enemies, and ignores enemy evasion.
Powered by markers and sweet tea.
  • Badges and Ribbons: +1 Strength, +1 Defense, +1 Intelligence, +1 Speed
Col. Saturn's war stuff. No idea what it means.
  • Red Bow: +5 Defense, +2 IQ
Not for a Mook...
  • Psychotic Bow: +4 Strength, +1 Defense, -3 Intelligence, +2 Speed. Causes Berserk status.
Mr. Saturn's berserker bow. Makes him go crazy!
  • Mr. Scrunchy: +10 Defense, +3 Intelligence, +1 Speed
Why use a scrunchy on one antenna? Don't ask me.
  • Azure Bow: +11 Defense, +6 Intelligence, +1 Speed
Has a blue flame pattern. Protects against cold.
  • Shiny Red Bow: +8 Defense, +5 Intelligence
Sparkly!
  • Metal Bow: +16 Defense, -1 Intelligence, -3 Speed
This is not a projectile weapon.
  • Morph-Iron Bow: +17 Defense, +3 Intelligence, +4 Speed. Provides 50% resistance to Beamed and resists Beam element.
Shiny like a Starman. Resists "Beamed".
  • Goddess Ribbon: +20 Defense, +10 IQ
Col. Saturn could wear, but it really doesn't fit.
  • Starshine Bow: +36 Defense, +20 Intelligence
It glitters with specks of space dust.
  • Radar Bow: +10 Strength, +48 Defense, +10 Intelligence, +10 Speed
It has many bionic enhancements built in.
  • Hero Shirt: +10 Defense
Earth clothing. One stripe adorns the middle.
  • Plain Coin: +1 Defense
It's rather boring.
  • Braggart's Coin: +1 Strength, +1 Defense, +1 IQ, +1 Speed
For those who win battles they're not supposed to.
  • Shiny Coin: +3 Defense
Plain but polished. Everyone loves shiny things.
  • Eye Coin: +4 Defense, +2 IQ. Provides 100% resistance to Crying.
It's cute and watching. Resists crying.
  • Emblem Coin: +1 Strength, +6 Defense, +1 IQ. Provides 100% resistance to Crying.
+1 Strength, +6 Defense, +1 IQ. Provides 100% resistance to Crying.
  • Coin of Defense: +9 Defense. Provides 100% resistance to Crying.
This useful item can protect almost anyone.
  • Coin of Everything: +4 Strength, +4 Defense, +4 IQ, +4 Speed
A little of everything, but not a lot.
  • Radiant Coin: +20 Defense. Provides 100% resistance to instant KO and Numb.
Enhances defense and prevents instant KO and numb.
  • Wonder Coin: +3 Strength, +15 Defense, +3 IQ, +3 Speed. Provides 50% resistance to all status problems except Insane.
Slightly resists all status problems but Insane.
  • Ninja Bandana: +12 Speed
Made for Mr. Saturn, but fairly versatile.
  • Red Cap: +2 Defense. Fully resists Insane.
Only someone special can wear it. Prevents Insane.
  • Hero Cap: +55 Defense, +25 Intelligence. Fully resists Insane and halves PP use.
Left behind by a lost memory. Prevents Insane.

  • Yellow Shroom Cap: Inflicts Poison on a single target
It lets out a puff of noxious spores when thrown.
  • Gross Purple Fungus: Inflicts Nauseous on a single target.
Eww. This could make anyone sick.
  • Magic Mushroom: Inflicts Strange and Dumb on a single target.
Illegal on several planets. Toss at an enemy...?
  • Fire in a Jar: Invokes PK Fire α on use. Doesn't consume PP, but single-use.
It's fire... in a jar. Let it out to cause havoc.
  • Vulnerability Spray: Reduces a single target's resistance to Freeze, Fire, Beam and Electric attacks. Five uses.
Reduces an enemy's PSI resist. Lasts a few uses.
  • Guardthought Pill: Cures Numb, Beamed, Sleep, and Coughing, and imbues the target with a PSI Reflect. At the same time, it also inflicts Dumb and makes the target resist Lifeup.
Temporarily protects an ally from attack, but...
  • Blue Gem: Invokes PK Freeze α, consuming 4 PP per use.
Makes you think of Col. Saturn and a tall older boy.
  • Red Gem: Invokes PSI Healing α, consuming 4 PP per use.
Makes you think of Earth and a bat-wielding boy.
  • Green Gem: Invokes PK Fire α, consuming 6 PP per use.
Makes you think of Mars and a boy with glasses.
  • Yellow Gem: Invokes PK Beam β, consuming 8 PP per use.
Makes you think of Jupiter and a girl with a hat.
  • Green Gembloom: Heals 30 HP and cures Poison and Nausea
  • Red Gembloom: Completely heals a Mr. Saturn

Larice

Energy Projection, Fire Manipulation (Via Flamethrower), Ice Manipulation (Via Freezethrower), Electricity Manipulation and Empathic Manipulation (Via Tesla Cannon and Pulse Rifle. Lightning Tosser is an electric weapon that causes crying), Undodgeable Attacks (Tesla Cannon and Borange Ray ignores enemy evasion), Sense Manipulation, Radiation Manipulation, and Speed Reduction (Chronoray can inflict Numb, Beamed and Slow), Velocity Manipulation and Death Manipulation (Disintegrator allows Larice to go first and can instantly kill an enemy. Green Laser and Borange Ray allows the user to go first), Mind Manipulation and Inperceivable Attacks (Borange Ray can inflict the Insane debuff and attacks with an inexplicable element), Healing (Nanobot Backpack will heal Larice overtime), Forcefield Creation (Moonshield provides a shield), Damage Reduction (Rock Shell reduces physical damage), Resistance to Status Effect Inducement, Mind Manipulation, Sense Manipulation, Sleep Manipulation, Disease Manipulation, Paralysis Inducement, Transmutation, Petrification, Radiation Manipulation, Empathic Manipulation, Statistics Reduction, Fire Manipulation, Heat Manipulation, Cold Manipulation, Air Manipulation, Ice Manipulation, Light Manipulation, Electricity Manipulation, Elemental Manipulation, Magic, Death Manipulation (Varies Pendants and Coins grant resistance to elemental powers from PSI and Status Effects. PSI Blocker provides resistance to beam, electric, freeze and fire attacks, and provides 50% resistance to Flash. Moonshield provides resistance to beam, fire, freeze, and electric attacks. Dark Hero Cape provides resistance to beam, electric, freeze and fire attacks, and provides 25% resistance to all Flash effects except KO. Morph Gold provides fire and beam resistance. Morph-Shine provides resistance to beamed. Morp-Star provides resistance to Dumb and Strange. Red Cap prevents insane)
Healing and Purification (Via various Healing Items. Guardthought Pill cures status effects, and Green Gem acts as a PK Healing α), Poison Manipulation (Yellow Shroom Cap inflicts poison), Disease Manipulation (Gross Purple Fungus inflicts Nausea), Mind Manipulation (Magic Mushroom inflicts strange and dumb, Guardthought Pill inflicts dumb), Fire Manipulation (Fire in a Jar is a one-use PK Fire, Red Gem acts as an infinite use PK Fire), Resistance Manipulation (Vulnerability Spray reduces or outright removes resistances), Attack Reflection (Guardthought Pill provides PSI Reflect), limited Irreversible Damage (Guardthought Pill makes the target resist Lifeup), Ice Manipulation (Blue Gem acts as an infinite use PK Freeze α), Radiation Manipulation (Yellow Gem acts as an infinite use PK Beam β), Save and Load (Fuzzy Frog saves the game)

  • Beam: +0 Strength. Allows Larice to use the beam attack.
Starman's basic beam attack.
  • Flamethrower: +3 Strength, -3 Speed. Attacks all targets with Fire damage.
A controversial replacement for beams.
  • Freezethrower: +20 Strength, +2 IQ, -2 Speed. Attacks all targets with Freeze damage.
A controversial replacement for flamethrowers.
  • Tesla Cannon: +60 Strength, -15 Defense, -2 Speed. Ignores enemy evasion and attacks with Electric damage.
A huge weapon for Starmen, fueled by their PSI.
  • Chronoray: +30 Strength, +10 Defense, +35 IQ. Can inflict Numb, Beamed and Slow.
A beam for Starmen with 1.21 gigawatts of output.
  • Pulse Rifle: +45 Strength, +5 Defense, +15 Speed. Always hits twice and attacks with Electric damage.
Hits twice using electricity. Use by Starmen only.
  • Disintegrator: +70 Strength, +5 Defense, +5 Speed, 35% critical hit rate. Lets the wielder attack first at the start of the battle, and can inflict instant KO.
A fast beam for Starmen. Can cause instant death
  • Blue Laser: +7 Strength
Has a commando insignia. Used by Starmen or UFOs.
  • Green Laser: +10 Strength. Allows the user to attack at the start of the battle regardless of speed.
Nature-Powered. Use by Starmen, UFO, hippy. Fast
  • Double Beam: +10 Strength, +1 Speed. Always hits twice.
Two Shots for the price of one
  • Lightning Tosser: +35 Strength, -5 Speed. Does both Physical and Electric damage.
Anyone can carry this heavy weapon. Causes crying.
  • Gaia Beam: +30 Strength, +5 Defense, +3 Speed, 25% critical hit chance.
High critical rate. For use by Starman, UFO, hippy.
  • Porta-Cannon: +85 Strength, -3 Speed. Can inflict instant KO.
So huge it can sometimes crush an enemy instantly.
  • Borange Ray: +95 Strength. Can inflict Insane. Does Inexplicable element damage. Always hits twice, the user always attacks first at the start of the battle, hits all enemies, and ignores enemy evasion.
Powered by markers and sweet tea.
  • Morph-Iron Upper: +3 Defense
Basic Starman body model of malleable metal.
  • Morph-Steel Upper: +5 Defense
Upgraded Starman body model of malleable metal
  • Aerodynamic Shell: +4 Defense, +3 Speed
An upper body mod for Starmen. Increases speed.
  • Intelliskull: -2 Strength, +8 Defense, +7 Intelligence, -1 Speed
An upper body mod for Starmen. Increases IQ.
  • Morph-Titanium Upper: +10 Defense
Upgraded Starman body model of malleable metal.
  • Morph-Gold Upper: +13 Defense, -4 Speed. Provides 50% resistance to Beamed.
Heavy and shiny Starman body model. Resists beams.
  • Morph-Shine Upper: +16 Defense. Provides 50% resistance to Beamed.
Starman body made of shinestone.
  • Morph-Star Upper: +22 Defense, +4 Intelligence, +2 Speed. Provides 90% resistance to Strange.
Starman condensed stardust body. Resists 'strange'
  • Magnifier: +3 Strength
An attachment for beams. Concentrates the ray.
  • Nanobot Backpack: -4 Speed. Causes Nanobots effect while equipped.
An attachment which heals injury in combat. Bulky.
  • Mind Expander: +4 IQ
An attachment for the head. Increases psionics.
  • PSI Blocker: +4 Defense, +5 IQ. Resists beam, electric, freeze and fire attacks, and provides 50% resistance to Flash.
A Starman attachment that provides PSI resistance.
  • Moonshield: +6 Defense. Resists beam, electric, freeze and fire attacks. Causes Shield effect.
Auto-shield and attack PSI resist for Starmen.
  • Big Robot Six Pack: +5 Strength, +5 Defense, -3 IQ, +1 Speed.
A Starman attachment. Get down wit yo bad self.
  • Dark Hero Cape: +10 Defense, +15 IQ, +10 Speed. Resists beam, electric, freeze and fire attacks, and provides 25% resistance to all Flash effects except KO.
Captain Deepsea's cape. It resists some PSI.
  • Evasion Thrusters: +10 Strength, -20 Defense, +3 IQ, +30 Speed.
Attachment for a mobile, less defensive Starman.
  • Morph-Iron Lower: +3 Defense
Basic Starman body model of malleable metal.
  • Morph-Steel Lower: +5 Defense
Upgraded Starman body model of malleable metal.
  • Jet Legs: +3 Defense, +4 Speed
A lower body mod for Starmen. Increases speed.
  • Morph-Titanium Lower: +10 Defense
Upgraded Starman body model of malleable metal.
  • Morph-Gold Lower: +12 Defense, -2 Speed. Provides Fire resistance.
Heavy and shiny Starman body model. Resists fire.
  • Morph-Shine Lower: +17 Defense
Starman body made of shinestone.
  • Morph-Star Lower: +21 Defense, +3 IQ, +3 Speed. Provides 90% resistance to Dumb.
Starman condensed stardust body. Resists 'dumb'
  • Rock Shell: +10 Defense, -5 Speed. Provides resistance to Physical attacks.
Resists physical attack. For UFOs or Starmen.
  • Red Cap: +2 Defense. Fully resists Insane.
Only someone special can wear it. Prevents Insane.
  • Hero Cap: +55 Defense, +25 Intelligence. Fully resists Insane and halves PP use.
Left behind by a lost memory. Prevents Insane.
  • Plain Coin: +1 Defense
It's rather boring.
  • Braggart's Coin: +1 Strength, +1 Defense, +1 IQ, +1 Speed
For those who win battles they're not supposed to.
  • Shiny Coin: +3 Defense
Plain but polished. Everyone loves shiny things.
  • Eye Coin: +4 Defense, +2 IQ. Provides 100% resistance to Crying.
It's cute and watching. Resists crying.
  • Emblem Coin: +1 Strength, +6 Defense, +1 IQ. Provides 100% resistance to Crying.
+1 Strength, +6 Defense, +1 IQ. Provides 100% resistance to Crying.
  • Coin of Defense: +9 Defense. Provides 100% resistance to Crying.
This useful item can protect almost anyone.
  • Coin of Everything: +4 Strength, +4 Defense, +4 IQ, +4 Speed
A little of everything, but not a lot.
  • Radiant Coin: +20 Defense. Provides 100% resistance to instant KO and Numb.
Enhances defense and prevents instant KO and numb.
  • Wonder Coin: +3 Strength, +15 Defense, +3 IQ, +3 Speed. Provides 50% resistance to all status problems except Insane.
Slightly resists all status problems but Insane.

  • Yellow Shroom Cap: Inflicts Poison on a single target
It lets out a puff of noxious spores when thrown.
  • Gross Purple Fungus: Inflicts Nauseous on a single target.
Eww. This could make anyone sick.
  • Magic Mushroom: Inflicts Strange and Dumb on a single target.
Illegal on several planets. Toss at an enemy...?
  • Fire in a Jar: Invokes PK Fire α on use. Doesn't consume PP, but single-use.
It's fire... in a jar. Let it out to cause havoc.
  • Vulnerability Spray: Reduces a single target's resistance to Freeze, Fire, Beam and Electric attacks. Five uses.
Reduces an enemy's PSI resist. Lasts a few uses.
  • Guardthought Pill: Cures Numb, Beamed, Sleep, and Coughing, and imbues the target with a PSI Reflect. At the same time, it also inflicts Dumb and makes the target resist Lifeup.
Temporarily protects an ally from attack, but...
  • Blue Gem: Invokes PK Freeze α, consuming 4 PP per use.
Makes you think of Col. Saturn and a tall older boy.
  • Red Gem: Invokes PSI Healing α, consuming 4 PP per use.
Makes you think of Earth and a bat-wielding boy.
  • Green Gem: Invokes PK Fire α, consuming 6 PP per use.
Makes you think of Mars and a boy with glasses.
  • Yellow Gem: Invokes PK Beam β, consuming 8 PP per use.
Makes you think of Jupiter and a girl with a hat.
  • Green Gembloom: Heals 30 HP and cures Poison and Nausea
  • Red Gembloom: Completely heals a Mr. Saturn

Zarbol

Electricity Manipulation and Empathic Manipulation (Needler has an electric element. Lightning Tosser is an electric weapon that causes crying), Mind Manipulation, Death Manipulation, Sense Manipulation, Radiation Manipulation (Crazy Beam can cause the strange debuff. Mayhem Beam can inflict instant death, numb, strange, or beamed), Velocity Manipulation, Mind Manipulation, Undodgeable Attacks, Inperceivable Attacks (Borange Ray can inflict the Insane debuff, as well as ignoring enemy evasion, allowing the user to go first, and attacks with an inexplicable element .Green Laser allows the user to attack first), Forcefield Creation (UFO Overshield provides the Shield effect), Damage Reduction (Rock Shell reduces physical damage), Resistance to Status Effect Inducement, Mind Manipulation, Sense Manipulation, Sleep Manipulation, Disease Manipulation, Paralysis Inducement, Transmutation, Petrification, Radiation Manipulation, Empathic Manipulation, Statistics Reduction, Fire Manipulation, Heat Manipulation, Cold Manipulation, Air Manipulation, Ice Manipulation, Light Manipulation, Electricity Manipulation, Elemental Manipulation, Magic, Death Manipulation (Varies Pendants and Coins grant resistance to elemental powers from PSI and Status Effects. Coral UFO Body resists Numb, Poison, Sleep, Strange, Crying and Dumb, along with other status effects. Permafreeze UFO Body resists ice and fire attacks. Legend UFO Body resists Beamed. Red Cap prevents insane)
Healing and Purification (Via various Healing Items. Guardthought Pill cures status effects, and Green Gem acts as a PK Healing α), Poison Manipulation (Yellow Shroom Cap inflicts poison), Disease Manipulation (Gross Purple Fungus inflicts Nausea), Mind Manipulation (Magic Mushroom inflicts strange and dumb, Guardthought Pill inflicts dumb), Fire Manipulation (Fire in a Jar is a one-use PK Fire, Red Gem acts as an infinite use PK Fire), Resistance Manipulation (Vulnerability Spray reduces or outright removes resistances), Attack Reflection (Guardthought Pill provides PSI Reflect), limited Irreversible Damage (Guardthought Pill makes the target resist Lifeup), Ice Manipulation (Blue Gem acts as an infinite use PK Freeze α), Radiation Manipulation (Yellow Gem acts as an infinite use PK Beam β), Gas Manipulation and Status Effect Inducement (Gas Canister releases different types of gas, inflicting all sorts of debuffs), Air Manipulation (Balloon Grenade), Explosion Manipulation (Via several different explosives), Save and Load (Fuzzy Frog saves the game)

  • Needler (2x): +11 Strength. Has an electric element
Electric alien weapon. For UFOs or Mr. Saturn. 2x
  • Beam: +3 Strength
UFO's build-in beam for self defense.
  • Crazy Beam: +40 Strength, +10 Defense, +6 Speed.
Fast and can cause 'strange'. For UFOs only.
  • Mayhem Beam: +40 Strength, -3 Defense, +2 Speed. Can inflict instant death, Numb, Strange and Beamed.
Misses often, but when it hits...? Use by UFO.

*Blue Laser: +7 Strength

Has a commando insignia. Used by Starmen or UFOs.
  • Green Laser: +10 Strength. Allows the user to attack at the start of the battle regardless of speed.
Nature-Powered. Use by Starmen, UFO, hippy. Fast
  • Double Beam: +10 Strength, +1 Speed. Always hits twice.
Two Shots for the price of one
  • Lightning Tosser: +35 Strength, -5 Speed. Does both Physical and Electric damage.
Anyone can carry this heavy weapon. Causes crying.
  • Gaia Beam: +30 Strength, +5 Defense, +3 Speed, 25% critical hit chance.
High critical rate. For use by Starman, UFO, hippy.
  • Borange Ray: +95 Strength. Can inflict Insane. Does Inexplicable element damage. Always hits twice, the user always attacks first at the start of the battle, hits all enemies, and ignores enemy evasion.
Powered by markers and sweet tea.

  • Junked UFO Body: +1 Defense
The last one from storage. Pretty bad condition.
  • Cast Iron UFO Body: +2 Defense
Plain and a bit boring.
  • Steel UFO Body: +6 Defense
Beats iron, but nothing special.
  • Shinestone UFO Body: +13 Defense, +4 IQ
Shinestone is a natural Jupiter rock growth.
  • Coral UFO Body: +4 Strength, +15 Defense, +5 IQ, +1 Speed. Resists Numb, Poison, Sleep, Strange, Crying and Dumb.
Many status problems just bounce right off.
  • Permafreeze UFO Body: +2 Strength, +24 Defense, +4 IQ. Resists fire and ice attacks.
Resists ice, and won't melt even under PSI Fire.
  • Legend UFO Body: +5 Strength, +40 Defense, +10 IQ, +5 Speed. Resists physical and beam attacks. Provides 80% resistance to Beamed.
This model is as hard as a rock and resists beams.
  • UFO Overshield: +20 Defense, -2 Speed. Causes Shield effect.
Another one on top would be an overovershield.
  • Grabby Robot Arms: +19 Strength, +2 Defense, -10 Speed
Useful for giving UFOs a little extra utility.
  • UFO Flamepaint: +2 Strength, +2 Defense, -3 IQ, +15 Speed
Painting flames on anything makes it go faster.
  • Rock Shell: +10 Defense, -5 Speed. Provides resistance to Physical attacks.
Resists physical attack. For UFOs or Starmen.
  • Plain Coin: +1 Defense
It's rather boring.
  • Braggart's Coin: +1 Strength, +1 Defense, +1 IQ, +1 Speed
For those who win battles they're not supposed to.
  • Shiny Coin: +3 Defense
Plain but polished. Everyone loves shiny things.
  • Eye Coin: +4 Defense, +2 IQ. Provides 100% resistance to Crying.
It's cute and watching. Resists crying.
  • Emblem Coin: +1 Strength, +6 Defense, +1 IQ. Provides 100% resistance to Crying.
+1 Strength, +6 Defense, +1 IQ. Provides 100% resistance to Crying.
  • Coin of Defense: +9 Defense. Provides 100% resistance to Crying.
This useful item can protect almost anyone.
  • Coin of Everything: +4 Strength, +4 Defense, +4 IQ, +4 Speed
A little of everything, but not a lot.
  • Radiant Coin: +20 Defense. Provides 100% resistance to instant KO and Numb.
Enhances defense and prevents instant KO and numb.
  • Wonder Coin: +3 Strength, +15 Defense, +3 IQ, +3 Speed. Provides 50% resistance to all status problems except Insane.
Slightly resists all status problems but Insane.
  • Red Cap: +2 Defense. Fully resists Insane.
Only someone special can wear it. Prevents Insane.
  • Hero Cap: +55 Defense, +25 Intelligence. Fully resists Insane and halves PP use.
Left behind by a lost memory. Prevents Insane.

  • Yellow Shroom Cap: Inflicts Poison on a single target
It lets out a puff of noxious spores when thrown.
  • Gross Purple Fungus: Inflicts Nauseous on a single target.
Eww. This could make anyone sick.
  • Magic Mushroom: Inflicts Strange and Dumb on a single target.
Illegal on several planets. Toss at an enemy...?
  • Fire in a Jar: Invokes PK Fire α on use. Doesn't consume PP, but single-use.
It's fire... in a jar. Let it out to cause havoc.
  • Vulnerability Spray: Reduces a single target's resistance to Freeze, Fire, Beam and Electric attacks. Five uses.
Reduces an enemy's PSI resist. Lasts a few uses.
  • Guardthought Pill: Cures Numb, Beamed, Sleep, and Coughing, and imbues the target with a PSI Reflect. At the same time, it also inflicts Dumb and makes the target resist Lifeup.
Temporarily protects an ally from attack, but...
  • Blue Gem: Invokes PK Freeze α, consuming 4 PP per use.
Makes you think of Col. Saturn and a tall older boy.
  • Red Gem: Invokes PSI Healing α, consuming 4 PP per use.
Makes you think of Earth and a bat-wielding boy.
  • Green Gem: Invokes PK Fire α, consuming 6 PP per use.
Makes you think of Mars and a boy with glasses.
  • Yellow Gem: Invokes PK Beam β, consuming 8 PP per use.
Makes you think of Jupiter and a girl with a hat.
  • Gas Canister: Inflicts a variety of status effects on all targets present. Can inflict Poison, Sleep, Nauseous, Coughing, Strange, or Crying.
Items for UFO. Releases all kinds of gas.
  • Sludge Sprayer: Does a bit of damage and inflicts Sticky on all targets. Infinite uses.
Unlimited items for UFO. Slows down enemies.
  • Balloon Grenade: Does X HP of physical damage to all targets.
Items for UFO. Throw it to attack all enemies.
  • Boom Bomb: Does X HP of physical damage to all targets.
Items for UFO. Throw it to attack all enemies.
  • Multi Bottle Rocket: Does about 625 HP of physical damage to a single target.
UFO item. Has a massive warhead for lots of damage
  • Atomic Combustor: Acts as a PK Shockwave β use.
Items for UFO. Throw it to attack all enemies.
  • Meganuke: Acts as a PK Shockwave Ω use.
UFO item. Remove pin, count to three, then throw.
  • Green Gembloom: Heals 30 HP and cures Poison and Nausea
  • Red Gembloom: Completely heals a Mr. Saturn
  • AA Battery: Increases Zarbol's PP by 25

Niiue

Resistance to Status Effect Inducement, Mind Manipulation, Sense Manipulation, Sleep Manipulation, Disease Manipulation, Paralysis Inducement, Transmutation, Petrification, Radiation Manipulation, Empathic Manipulation, Statistics Reduction, Fire Manipulation, Heat Manipulation, Cold Manipulation, Air Manipulation, Ice Manipulation, Light Manipulation, Electricity Manipulation, Elemental Manipulation, Magic, Death Manipulation (Varies Pendants and Coins grant resistance to elemental powers from PSI and Status Effects. Red Cap prevents insane)
Healing and Purification (Via various Healing Items. Guardthought Pill cures status effects, and Green Gem acts as a PK Healing α), Poison Manipulation (Yellow Shroom Cap inflicts poison), Disease Manipulation (Gross Purple Fungus inflicts Nausea), Mind Manipulation (Magic Mushroom inflicts strange and dumb, Guardthought Pill inflicts dumb), Fire Manipulation (Fire in a Jar is a one-use PK Fire, Red Gem acts as an infinite use PK Fire), Resistance Manipulation (Vulnerability Spray reduces or outright removes resistances), Attack Reflection (Guardthought Pill provides PSI Reflect), limited Irreversible Damage (Guardthought Pill makes the target resist Lifeup), Ice Manipulation (Blue Gem acts as an infinite use PK Freeze α), Radiation Manipulation (Yellow Gem acts as an infinite use PK Beam β), Save and Load (Fuzzy Frog saves the game)

  • Red Cap: +2 Defense. Fully resists Insane.
Only someone special can wear it. Prevents Insane.
  • Hero Cap: +55 Defense, +25 Intelligence. Fully resists Insane and halves PP use.
Left behind by a lost memory. Prevents Insane.
  • Plain Coin: +1 Defense
It's rather boring.
  • Braggart's Coin: +1 Strength, +1 Defense, +1 IQ, +1 Speed
For those who win battles they're not supposed to.
  • Shiny Coin: +3 Defense
Plain but polished. Everyone loves shiny things.
  • Eye Coin: +4 Defense, +2 IQ. Provides 100% resistance to Crying.
It's cute and watching. Resists crying.
  • Emblem Coin: +1 Strength, +6 Defense, +1 IQ. Provides 100% resistance to Crying.
+1 Strength, +6 Defense, +1 IQ. Provides 100% resistance to Crying.
  • Coin of Defense: +9 Defense. Provides 100% resistance to Crying.
This useful item can protect almost anyone.
  • Coin of Everything: +4 Strength, +4 Defense, +4 IQ, +4 Speed
A little of everything, but not a lot.
  • Radiant Coin: +20 Defense. Provides 100% resistance to instant KO and Numb.
Enhances defense and prevents instant KO and numb.
  • Wonder Coin: +3 Strength, +15 Defense, +3 IQ, +3 Speed. Provides 50% resistance to all status problems except Insane.
Slightly resists all status problems but Insane.

  • Yellow Shroom Cap: Inflicts Poison on a single target
It lets out a puff of noxious spores when thrown.
  • Gross Purple Fungus: Inflicts Nauseous on a single target.
Eww. This could make anyone sick.
  • Magic Mushroom: Inflicts Strange and Dumb on a single target.
Illegal on several planets. Toss at an enemy...?
  • Fire in a Jar: Invokes PK Fire α on use. Doesn't consume PP, but single-use.
It's fire... in a jar. Let it out to cause havoc.
  • Vulnerability Spray: Reduces a single target's resistance to Freeze, Fire, Beam and Electric attacks. Five uses.
Reduces an enemy's PSI resist. Lasts a few uses.
  • Guardthought Pill: Cures Numb, Beamed, Sleep, and Coughing, and imbues the target with a PSI Reflect. At the same time, it also inflicts Dumb and makes the target resist Lifeup.
Temporarily protects an ally from attack, but...
  • Blue Gem: Invokes PK Freeze α, consuming 4 PP per use.
Makes you think of Col. Saturn and a tall older boy.
  • Red Gem: Invokes PSI Healing α, consuming 4 PP per use.
Makes you think of Earth and a bat-wielding boy.
  • Green Gem: Invokes PK Fire α, consuming 6 PP per use.
Makes you think of Mars and a boy with glasses.
  • Yellow Gem: Invokes PK Beam β, consuming 8 PP per use.
Makes you think of Jupiter and a girl with a hat.
  • Green Gembloom: Heals 30 HP and cures Poison and Nausea
  • Red Gembloom: Completely heals a Mr. Saturn