Touhou Genso Wanderer -Reloaded-

Touhou Genso Wanderer -Reloaded-

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Your Ultimate Guide to Seals!
By Misuki
This guide aims to explain a few basics of what seals really are, how they behave and what you should generally use from dungeon to dungeon.
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Welcome! Oh Shrine Maiden, before we continue--
This guide is base on personal experiences in so much skin divings this game I have completed. For those reading this and have no idea what Skin Diving is; Skin Diving are dungeons in the game where you cannot bring your own items, meaning you need to collect in the dungeon itself, items are unidentified and with some dungeons have restrictions to using Nito Fusion.
If you haven't reached the end, some seals that you may be using right now might be very good at your current progression but may have a different perception on this guide, so be aware.

In the game as well, there is an in-game encyclopedia called as "Chronicles" that you can check to read the seals. You can see seal effects there directly, and all seals are unlocked to be read unlike other equipments and items in the game.


The chronicles is much more specific when it comes to describing seals, so you might (and should) head to this section of the game if you are a bit confuse on what the seal actually does.

This guide is actually gonna be really long, especially when it comes to the removable Seal part of the guide section, so use the Guide Index once it becomes too long and you need to keep moving up and down. Also, if the images are too small for you, remember to click and enlarge them! Some images also have additional useful text information so be sure to check those. So, let's begin!
What exactly are these seals?
Seals are your skill granters in Genso Wanderer -Reloaded-, meaning they provide your equipment with additional effects other than just being a normal weapon you hit enemies with, or shield that just blocks damage. Without seals, your equipment would be lacking a lot of its potential to become stronger.

Seals have a variety of effects, which can range from more damage, extend weapon range, deal AoE, heal, further reduce damage taken, retaliating, to immunity from hostile (and beneficial) effects and more. As such, one should know what seals they are using to have better chances against their enemies. The symbols displayed on the Seal are determined by their names, which in return may also determine what it does.
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Example is the image below:
There are all "Ability Seals", which we will discuss below and the next section shortly, but all kinds of Seals will follow this naming method.
  • Paperweight is shown as Ppw and it means some enemies won't be able to lift you
  • Additional Damage Up is shown as AdU, and means you have increase damage output
  • Attack Up is shown as AtU, and means you have both increase Attack stat and damage output
  • Equipment EXP Fluctuation is shown as EEx, and increases the equipment with this seal exp earned.
  • Oni Slayer is simply shown as O, and increases your damage against "Oni" types enemies.

Partners also benefit to a handful of seals, but not all of them like the Player. There are some seals which the the Partner AI will never need such as Item Drop Resistance and Adhesion, and may be less impactful even if they work such as Attack-Range Up with penetrate attack due to AI behavior.
How different kinds of Seals work
There are 3 kinds of Seals in the game, with one of those having 2 variations:
  • Ability Seals - Seals that are inherent on an equipment and activates immediately.
  • Resonance Seals- Seals that work when another equipment with the same Resonance is worn.
  • Removable Seals - Seals you can remove/add to an equipment, and activates immediately once equipped. It can be a Pink or Blue colored.
Here's a quick low-effort paint edit of where each seals are. Notice that the Removable Seals have 2 colors, Pink and Blue, which we'll cover about later.
Each kind works with slight differences between one another.
Ability Seals (Yellow)
Ability Seals are inherent seals that activate their effects immediately when the equipment is used.
These seals gets stronger as the equipment its on gains more levels and changes appearance. Some equipment will also unlock more Ability Seals with it, change existing ones to new seals or even remove them naturally.

Below is an image example of an Ability Seal improving, the equipment gaining more and losing some ability seals:
As seen on the image below, Miko's Shaku's Human Slayer seal increases as the weapon becomes stronger by levels and changes.
As seen in this image, Miko's Shaku's Human Slayer seal increases as the weapon becomes stronger by levels and changes..
Miko's Shaku gains 5 more Ability Seals when it becomes "Seven Sun Sword", and 2 Ability Seals changes when it becomes "Seven Star Sword"
Notice that Miko's Shaku gains 5 more Ability Seals when it becomes "Seven Sun Sword", and 2 Ability Seals changes when it becomes "Seven Star Sword".
The Sleeping Moon Rabbit Doll has several harmful Ability Seals, that will disappear once the equipment reaches a certain level, making it one of the few equipment that loses ability seals as it becomes stronger.
Notice how it dropped from 10 Ability Seals to 5 Ability Seals
Basically put, Ability Seals are equipment in-built skills that changes as the equipment becomes stronger, and may appear more on equipment as it keeps getting stronger.
  • You can only remove Ability Seals once you donated 50k at the Blonde-Haired Kappa facility, or using Melding. Both gets unlocked at near the end-game content.
  • Once you unlock melding, you can have a maximum of 10 Ability Seals on an equipment.
Resonance Seals (Green)
Resonance Seals are unique seals of the game that only activates when you wear another piece of equipment with the same resonance seal, as it doesn't activate immediately and waits until you follow that condition. It's basically Reloaded's set bonus; wear equipment with both similar resonance seals and you get to activate that effect for that equipment set.
They also change similarly as the Ability Seals; They become stronger as the equipment itself levels/changes and can unlock/lose some Resonance seals.

When a Resonance Seal is activated, the character's arms glows while also playing a special sound effect, the Resonance seals on the equipment will also turn bright green.
Here's a really small GIF that shows the Resonance effect and the Seals being activated, sorry for the low quality.. Steam only allows 2MB for some reason

Resonance does follow 2 rules when being activated:
  • You can't use the same equipment to activate their Resonance Seals.
    The Image below is an example. While the same weapons does indeed have the same Resonance seals, they don't activate because they are the same equipment.
    Only dual-wielding weapons get restricted by this, as you cannot equip 2 shields or two charms at the same time while,2-handed weapons can't be equipped at all twice due to their restrictions.
    No Resonance is activated despite both weapons having the exact same seals, since they're the same weapons.

  • Resonance Seals matched with an invalid equipment on the Seal's "Designator" will not activate.
    This one is a bit confusing and actually took me some time to understand. To discuss this further, the image below shows what these "Designator" are. Designators tells you which type of equipment you need to pair them with to work. Designators will also tell where you can place removable seals, but that's for a later part of this guide.
    This shows that this Resonance will only work if you're using armor with a Counterattack Resonance.
    The image above means in order to activate this Resonance seal on a weapon, you need to pair it up with an armor with a Counterattack Resonance to work.

    Below is an example of only 1 Resonance Seal working. This is because only Protection Boost can be activated by any of the 3 equipment (another weapon, armor or charms) while Counterattack and the other Resonance requires armor pieces.
    Both weapons have the exact same Resonance Seals as seen on the second image.

    Once you get an armor with the same Resonance seals, the Counterattack seal activates since it has found a pair on an armor piece, passing the requirement check of the designator.

Basically put, Resonance Seals are seals that activates when using different equipment with the same Resonance seals. They follow some rules when being paired, but functions nearly the same as Ability Seals once activated.
  • They can't be removed by the player at all.
  • Since Resonance Seals cannot be altered by the player, there is no idea what is the max of it per equipment, however, the most amount of Resonance an equipment has is 5, which a lot of late game equipment has.
    • There are also some available through the DLC skin of Christmas Reimu, which adds the Christmas Wreath and Bell on the shop at Hakurei Shrine, which also has 5 Resonance seals available at early game.

Removable Seals (Pink and Blue)
Removable Seals are seals you can remove from equipment and items, and add them back to an equipment to activate their effects. MOST removable seals only work when put in an equipment, and does almost nothing on items such as potions, talismans and gaps, outside a selected few like crevice and paperweight.
(This is also the only thing the game says as a "Seal", Ability Seals and Resonance seals are referred in-game as "Inherent Ability")
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A lot of objects in the game has Removable seals! This is where your entire game will rely on so be sure to check a lot of it. Remember, a lot doesn't mean everything, so some equipment/items doesn't have any Removable seals at all.

You can only put Removable seals to a correct equipment showed by its designator, (You cannot put seals that only has an armor designation on a weapon and vice-versa for example) and has open slots on showed on "Seal" section of the equipment.
Each Removable seal will use 1 slot and and the slot can be opened up again by removing the seal which will be explained below. You can also equip removable seals on equipment without any open slots only if they have a removable seal with the same one you're equipping into it, which either will replace the weaker one or combine together depending on its color.
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As said above, there are 2 colors of Removable seals, each having a different behavior when equipped on an equipment with the same seal.
  • Pink Seals - These are the most common seals you'll see in the game. These are simply removable seals you can add on top of same name seal and replaces them if they're weaker. This is determine generally by the overall bonuses the seal gives rather than just one of its bonuses if it has multiple. (Like Species/Status Slayer seals)
    Notice the game did not take the 90% break chance despite being better than a 100% break chance. This is because Pink seal replaces an entire seal and not just one property, and the seal with 100% break chance is better cause it last for 50 turns instead of 5 turns..
  • Blue Seals - These are more rarer Removable seals, mostly holed up on the late~end-game content of the game. Like Pink seals, they replace any seals of the same name in the equipment when equipped, however, what makes it different is that it takes the best property of the seal and add it to itself. If the seal was originally pink, the seal is also converted to a Blue seal in the process.
    Notice the game took the best properties of each seal and combined it into one, then turned the seal blue. Because of this, you can use this seal for more combinations when you find another seal with the same name that may have another good property you wanna combined with it.

From this, Removable seals are most flexible seals that you can find commonly and equip to any equipment as long they have a slot open, better than Ability Seals which is locked to only those equipment and Resonance Seals which requires a set that you may have difficulty to find. While they can be weaker than the other 2 kinds of seals, Removable just offers much more flexibility as you can transfer it from one equipment to another, and allows you to remove a seal that you may no longer need in a dungeon (like Heal once you find Cure).
Removable Seals are also the only seals that can break when being used or activated, meaning they have a limited amount of use. This only applies to a limited amount of seals such as status boost seals, Moon Dial, Treasure Detection and etc.

But how can you get those seals? well, you can use several ways to remove/move/obtain the seals from items & equipment.
  • Nito Fusion's Fusion function - allows you to combine an equipment to another equipment/item and transfers any seals it has to that equipment at the cost of Nito Points. If the item also has a seal that cannot be transferred because of it's designator, the seal will be gone.
  • Seal-Sucker Gaps - allows you to randomly remove a seal up to how many slots it has. You can retrieve the seals by breaking the gap or using the spellcard "Absorption, 'Gold Rain'", or an enemy Yukari taking the contents of the Gap.
  • Youkai Village - Blonde-Haired Kappa Facility - Once you invested at least 10k yen to the Blonde Haired Kappa in Youkai Village, you can destroy all the removable seals of an equipment. At 30k, you can select one and destroy, rather than destroying all of it. Lastly at 50k, you can remove one removable seal and it gets sent to the warehouse.
  • Enemy Shou - they can take 1 seal of any equipment you are wearing, but it's random.
  • Glutton Gaps - you can put the equipment/item inside the glutton gap then break it. It will ONLY drop the seals of those equipment/items. Be careful as having too much seals to be released at once may cause some to never drop cause of no valid drop areas when the gap breaks.
  • Marisa and Yuyuko - These 2 are specific but once they reach Rank 4 status, they can only remove the "Anti-theft" seal and drop it on the floor.
  • Combo Gap - This is the Fusion function on gap version. It allows you to combine equipment and items inside the gap, transferring their seals and exp. The equipment it will drop is the FIRST equipment you put inside when it breaks. If the item also has a seal that cannot be transferred because of it's designator, the seal will be gone.
  • Enemy Blonde-Haired Kappa - She destroys the items thrown at her, and drops the seals of those items when defeated.
  • Enemy Black-Haired Kappa - This is the Fusion function on the enemy. She combines items thrown at her, moving the seals and exp to an equipment. She drops the first equipment thrown at her when defeated.

Once removed, as mentioned before, you can start putting them on equipment or even place them on the ground. You can also sell them and seal price varies between 500 Yen ~ 1000 Yen.


    Removable Seal notes
  • Blue Seals are also likely your very end-game grind once you did a lot of the dungeons, as the best seals are tied to blue seals that you need to combine to form the best ones, each having a very low % drop rate, and are located on long dungeons such as Challenge & Training, Altered Space Time and Innocent Heart.
  • An equipment has a hard cap off 15 Removable seals, but their soft cap is level dependent. Stronger/Rarer Equipment will have more slots that weaker/common equipment, but all of them caps out eventually to 15 with Melding. You can push to the hard cap faster using Scarlet Aurums (on weapons and shields) and Thousand Cranes (on charms).
  • Removable Seals are the only seals that can "break" in this game, meaning seals that will disappear permanently when its break chance happens. Always have spares for these kinds of seals if you want to use those a lot.
  • Funnily enough, from start to finish, you'll be managing removable seals


Seal Interactions (Part 1)
Seals are various interactions between the game's environment, own mechanics and even to other seals. Some of those will be explained here:

Having multiple copies of the same seal in your equipment
Seals with the same name in this game does not stack, so the game just tells your equipment to use the best one and ignore the others. If they're exactly the same values, the game will use them all at the same time, but since the effect does not stack, it's still like only 1 seal is activated.

  • As seen below on this image, there are 2 Ignore Defense Seals in the weapon. The Weapon will only use the one with the highest chance to proc which would be the Ability Seal variant, thus making the Pink Removable useless. This allows you to remove the pink seal and replace it with something else without hindering your weapon power, and may even put that seal to another weapon that doesn't have Ignore Defense.
    The Weapon will only use the one with the highest chance to proc which would be the Ability Seal variant, thus making the Pink Removable useless. .
  • Resonance Seals, since it requires 2 of the same seal to activate, will always be in this situation. Below is an image of an equipment set that has 3 Attack Ups; 2 from a Resonance Seal to activate each other and 1 from a Blue Removable seal.
    Since the one on the weapon is the highest out of the 2, the other Resonance and Blue Seal on the armor will not be used.
    Since the one on the weapon is the highest out of the 2, the other Resonance and Blue Seal on the armor will not be used. The Blue Removable seal can be removed without any change to your weapon performance.
  • Here's an example of boost seals. Removable Boost Seals tend to generally have longer duration than Resonance and Ability seals, but has a break chance. In these situations, the game will first use the one with the highest duration (the Blue Seal). It will do it until every floor but once it breaks, it will then use the 2nd highest duration which is the Resonance seal of Exorcism Rod 99.
    In cases like this, the game will use seals with the highest turn count regardless of break chance, then proceeds to the next one when it breaks..
  • But what if the boost seals all have the same values? If you're using 3 of the same boost seals (one per equipment type for example), all 3 seals will proc but you'll only get the base duration and not the total of all 3.
    Having 3 Triple Boost removable seals for each of your equipment will cause all 3 to break, but you will still only receive the buff as if only 1 activated.
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Slayer/Barrier Seals damage stacking
Unlike the first case where seals of the same name only counts the best variation of the seal, Different named Barrier/Slayer seals that can apply to an enemy all stack and give their respective bonuses without problems.
An example would be like an enemy having 3 species and your weapon has all 3 species slayers against it, all 3 seals will work against that enemy, and this works identically with barrier seals, but instead of dealing damage, it reduces the damage you take from the enemy greatly if you have 3 seals from their species/status. We don't know if there is a limit to this at the moment (and I genuinely think it's way too hard to determine at this point cause of all the seals the game has) or if there's any bosses that are immune to it, but for normal mobs and most story-line bosses I've tried, the seals work and stack if they can apply.

Below is an image showing how these seals would stack. As mentioned it, you can add statuses yourself in order to make your status seals live if you wanted to/enemy doesn't have it by defeault, as there's various ways such as spellcards of certain characters, retribution seals, Add Status seals and even terrains.
This images shows species for Utsuho type enemies and the default buffs for Tewi type enemies. Using the Chronicles, you can determine which seals can be effective straight against your enemies..
Below is another image but now explaining it on a much more wider example, as if what if you have multiple seals that can apply. Also as noted on the image, statuses can be removed in multiple ways in this game, which can deactivate your seal since an enemy would not fit the criteria for being a valid enemy to activate it.
This one is more longer image of the previous one. It shows the possible set of seals a player can have and use against a Flandre type enemies, but also noting that statuses can be removed, like power seal, Fog Purge and even some spellcards. .
However, there is one very important thing to note in this category: Hisou and Hihisou seals, an adaptive version of any species slayer and barrier seals, do not stack with the species slayer and barrier seals, and will work similarly to the 1st case: The game will choose which one of the seals that are stronger and ignore the others, but stacks properly with status slayer and barrier seals. (This is noted on the Chronicle Seal as well, but worth throwing still)

Hisou and Hihisou seals strictly mentions that they do not stack with species seals only, but works perfectly fine with status seals. This caused a lot misinformation..
Seals that cancel out each other
These kinds of interaction exist in the game. The most common one you'll always see would be the Paperweight and Crevice since they're both common seals are helps the player early game, but cancels out each other, forcing only one to be equipped.

As seen below; in Melding, you are unable to get Paperweight even you have it selected because Crevice is selected first. This can also happen in reverse: you can't get Crevice cause you have Paperweight selected first.
Notice they're both selected on the left but only Crevice shows up.You also cannot equip a removable paperweight seal to an armor piece that has Crevice, and vice-versa.
However, you can still equip a paperweight seal to other equipments even if your armor has Crevice, but Paperweight will not work and Crevice would still favored, thus making paperweight useless.

Another interaction would be Strong Swing and Direct Hit. Strong Swing reduces your accuracy to the said amount (the seal text is wrong, it's not the reduction but instead it's your final accuracy) and Direct Hit modifies your damage and guarantees that your attack will always land (but not on certain enemies like Iku). Unlike Crevice and Paperweight, you can put Strong Swing and Direct Hit together BUT Strong Swing will never make Direct Hit actually, well, do direct hits. You will still get the Direct Hit damage modifier on top of the Strong Swing however.

So in cases like Direct Hit 200% Damage and Strong Swing 350% Damage/75% Accuracy, you gain:
- Two damage modifiers (200% from Direct Hit + 350% Damage from Strong Swing)
- 75% Accuracy from Strong Swing (ignores the 100% accuracy from Direct Hit, even though the damage effect stacks)
Direct Hit Seal and Strong Swing together. Note: Strong Swing's seal also mentions this interaction.


Seal Interactions (Part 2)
Seals that enhances or weakens other seals
There are some seals in the game that specifically enhances or weakens other seals on your equipment: Species Slayer+, Status Slayer+ and Slayer Suppression.

  • Species Slayer+ and Status Slayer+ seals enhances the seals it is named after: Oni Slayer+ enhances Oni Slayer, Youkai Slayer+ enhances Youkai Slayer, Double Speed Slayer+ enhances the Double Speed Slayer, etc.
    These 2 seals will boost their affected seals as long you have them on any equipment, and doesn't strictly need to be on the same equipment.
    (Example: Slayer+ Seal on your charm will still boost your Slayer Seal on your weapon)
    These seals have no effects by itself, and does not enhance the Hisou seal despite storing the species listed on the slayer+ seals.

    Here's few weapons that has the Slayer+ Seals. Notice some of them doesn't have the seals they would boost, requiring you to add them yourself via Melding or using Removable Seals..
    Below is some examples respective seals being enhance.
    Slayer+ Seals drastically improves your respectively slayer seal performance!.
  • Slayer Suppression Seal is the harmful version of Species Slayer+ Seal, which reduces your entire seal's performance by a certain percentage. Unlike Species Slayer+ as well, it reduces ALL seals it is with, not specific. So if you have God Slayer, Animal Slayer and Youkai Slayer with the Slayer Suppression Seal, Slayer Suppression will all reduce those. This also affects the Hisou Seal.
    It affects both ATK and Additional Damage by the written percentage, but it does not affect other special properties of those seals such as piercing Unzan Armor or Super Hard, just the damage.

    Only two equipment has the Slayer Suppression Seal, which are the "Exorcism Rod 99" & "Mistletoe Dagger". For the following examples, we'll use "Mistletoe Dagger's" 50% Slayer Suppression seal.

Remember that these 3 seals also affect your Removable seals and Resonance Seals! So if your weapon has a Slayer+ Seal but without the original Slayer Seal it's suppose to be enhancing, you can add it with just Removable Seals or Melding, and Removable Seals added while Slayer Suppression is present will make those seals weaker.

Seals that interact with Multi-hit & not more than "Once Per Turn"
In certain scenarios, you might be able to attack an enemy more than once in a turn, such as with counterattack or multi-attack seals. However, some seals can only work once per turn rather than once per attack. Below are a few examples:
  • One-Hit Kill Seal, which is a chance to instantly kill an enemy, is a prime example. If you have Multi-Attack +3 and you attack an enemy with the One-Hit Kill seal, the chance is only calculated on the first hit, and any hits onward has no chance of applying it. This also means when you counterattack, your attacks will also no longer have a chance to trigger One-Hit Kill until the next turn.
  • Add Status attacks (Add Bound, Add Blind, Add Power Bind, etc.) is also a once per turn like One-Hit Kill.
  • Hisou will only store 1 species per turn, so attacking an enemy more than once will not add more species on the seal.
  • Danmaku Heal will only heal 1P per enemy when it procs, so excess attacks on the same enemy once it procs will no longer grant P until the next turn. You can gain more than 1 if your attack connects to more than 1 enemy.
  • Mochi/Drop/Snacks (as long you have not killed the enemy), Satisfaction, Knockback, Cure, and Wide Range are all once per attack and not once per turn. Multi-attacks can trigger them multiple times in a single turn.
  • Hihisou can only store one species per turn, so being attack by multiple species will not add them after the first.
  • Heal has a unique behavior: it's applied per every hit but the values are split up for each multi-attack swing. Example: if you have a +2 Heal seal and have Multi-attack +8, your heal seal will not do +2 Heal per hit like it should, but instead does +1 Heal per attack, which totals into +8.
    This can also lead to issues like having a +20 Heal and +15 Multi-attack: The heal will be split to +1 per hit but since you only have 15 attacks, you get a -5 Heal from the effect.

This isn't really said on the seals themselves, but it is mentioned on each Seal of the in-game "Chronicles".

Attack Range Up, Remote Attack & Wide-Range Attack against Bamboo Shoots and Mushrooms
A simple interaction that doesn't come up often. Attacking terrain bamboo shoots and mushrooms while having having Attack Range Up, and/ore Wide-Range Remote Attack seals when you're not adjacent and facing the terrain won't let make those terrains drop any items. These terrains will simply be destroyed without any drops despite being destroyed by the player in other ways.
The tiles here represent areas that the attack hit, and only the blue tile is the only one that dropped an item..
Quite oddly, Remote attack, a seal that gives you range attack similar to Attack Range Up seal but in a cone shape, does not interact with Bamboo Shoots and Mushrooms. Attempting to attack those terrains with Remote Attack's effect will not do anything to it; it won't be destroyed or disappear.
The tiles here represents the attack range granted by the Remote Attack seal. Notice that despite attacking, the bamboo shoot didn't get destroyed despite being in range, a different interaction than Attack Range Up and Wide-Range attacks.
Seal Interactions (Final)
Resonance and Ability Seal preventing breakage and theft
Their are multiple seals in the game that naturally are suppose to break when they are activated or when the player uses its effect. These seals tend to have "break chance", giving them a limited amount of uses for the player. However, as mentioned earlier, only removable seals are capable breaking when the break chance occurs. So what happens if the seal giving the effect is an Ability or Resonance seal? The answer is quite simple, they just don't break at all and just becomes a permanent ability for your equipment (until it gets deactivate for the case of Resonance seals). Only a very few seals falls into these kinds of scenario, but here are a few examples:

  • Excavation Seal - Has a chance of breaking when digging through the walls of dungeons. If used as an ability seal, your weapon can freely dig through dungeons without any chances of breaking.
  • Status Boost Seals - Has a chance of breaking when entering a dungeon/floor in order to provide various status effects to the wearer. Ability/Resonance version of these seals don't break, and simply has a 0% break chance stated on their seals respectively.
  • Moon Dial - Has a 5% chance of breaking every time the seal reveals how many turns are left on the floor before the floor hazard arrives, capped at 3 times per floor. The Moon Dial can appear on an unbreakable version as a Resonance seal, which ironically enough, does not actually work even if its.

In a similar case, there's a particular seal that prevents your items from being stolen and causes enemies to steal it first before everything else, and this is the Anti-Theft Seal. It's a seal used to prevent Marisa, Yuyuko and Rinnosuke Money traps from stealing any of your items. If you have a removable version of this seal, Big Marisa and Big Yuyuko will always steal this seal first before your items. You can combine the seal with Seal Sealer seal to prevent this from happening.
However, like breakable seals, if the Anti-Theft seal is an ability/resonance seal, Marisa & Yuyuko would be unable to steal it because those seals cannot be removed physically as items and hence preventing them from stealing anything from the player.

Junko vs Reduction “Buff”

Reduction” is a seal in the game that reduces the duration of almost every (if not all) debuffs applied to the character wearing it by half (Example: Slowed can be 8 turns, with reduction it’s reduced to 4. Stunned can be 5 turns, reduced to 2(?) turns).
Reduction is a seal that appears in all 3 forms: Ability, Resonance and Removable. This seal effect doesn’t appear as a buff or a debuff on the top left/right corner of the screen, so you may assume it’s a permanent effect that does not get removed until you remove the seal. It even appears on the buff list in-game chronicles -> List of Buffs. However, there is a very specific enemy that is capable of removing this effect “buff”: Junko.
Junko is a special enemy that can remove beneficial buffs and deal damage to you proportional to the buffs she managed to remove. This effect will ALSO remove Reduction effect (and is even noted by the action logs in-game).
Junko removig the buff and being noted by the action logs.
Once Junko removes your reduction effect, you can only regain it in the following ways:
  • Unequipping ALL equipment with reduction seal, then equipped one with reduction again to activate it.
  • Moving to the next floor. The buff is applied again and can be removed by another Junko if she wants.

Junko removing the buff being reapplied by the player

Crime and Punishment Seal
Crime and Punishment is rather the most unique seal in the game because it's the only seal that does an entire game save check in order to get the whole benefits of the seal.
What Crime and Punishment does is:
  • It gives you a 10% Damage Boost and 10% Damage Reduction as long you haven't stolen anything in the current dungeon.
  • Once you stole something, the bonuses are removed and you take 1% increased damage for each 1k yen worth of the items you stole
    (Example, stealing a 10k worth weapon means 10% increased damage taken)
  • The stealing part is saved between floors but resets between dungeons.
    (Example: Stealing a 500 Yen potion on Floor 22 then a 500 Yen potion on Floor 32 will still result on a 1% damage increase penalty since it now totals to 1k Yen.)

However, the save checking part is when you have not stolen anything from your entire playthrough, the seal bonuses becomes 20% Damage Boost and 20% Damage Reduction. Once you stole something successfully, the game will then cut the bonuses to 10%
In-game Chronicles mention of this interaction
To remember if you have stolen something from the game or not, you can talk to Akyuu in Hakurei Shrine -> Check Gensokyo Chronicles -> Investigation Results.
If the Yen Stolen value is exactly 0, then you get Crime and Punishment's full effect.


If you were doing the achievement that requires you to steal, then it's either you load a back up before you stole or make a new save.
Seals to Keep an Eye for (TL;DR)
Now you know how each seals work, here's a quick list of what seals I suggest to get for your equipment to help you progress. This is a much more thinner version, and if you have spare slots or don't have the others and want replacements, then read the next section of the guide.

This is much of a general guide, and may not fit your playstyle at all, so there is no perfect answer if you're gonna ask "Which Seals from these are good for me?" All I can do is suggest these seals if you're lost as at the very least these will help you progress, then discover seals fitting your style on the way.
(This applies until to the end part of this section)

Reminder: You're not suppose to get ALL of the seals here to progress. Just pick which ones you can find and go from there. You don't need all of these, especially when you're starting and/or doing skin dives.

  • Species Slayer Seals
    • Youkai Slayer
    • Oni Slayer
    • Superhuman Slayer
    • Phantom Slayer
    • Human Slayer
    • Animal Slayer
  • Hisou (Ability Seal preferred, don't take the Removable kind unless you have spare slot)
  • Status Slayer Seals
    • Float Slayer
    • Vampire Slayer
    • Unzan Armor Slayer
    • Super Hard Slayer (Late game seal to focus)
  • Danmaku Gauge Up
  • Additional Damage Up
  • Heal / Cure
  • Multi-Attack
  • Adversity
  • Two-Hand Enhancement
  • Species Barrier Seals
    • Youkai Barrier
    • Oni Barrier
    • Superhuman Barrier
    • Phantom Barrier
    • Human Barrier
    • Animal Barrier
  • Float Barrier
  • Relief
  • Blast Suit
  • Avoid
  • Crevice
  • Counterattack
  • Anti-Theft
  • Impact Heal
  • Hihisou(Ability Seal preferred, don't take the Removable kind unless you have spare slot)
  • Null Hypnotism
  • Confused Resistance
  • Insane Resistance
  • Antibody
  • Curse Resistance
  • Reduction
  • Scapegoat
  • Adaptation
  • Crisis Prevention
  • Deterioration Seal
  • Catch
  • Item Drop Resistance
  • Garlic
  • Record
  • Shadow Bind Resistance
  • Bind Resistance
  • Seal Sealer
  • Damage Reduction Up
  • Vitality Up
  • Crime and Punishment (as long you don't plan to steal AND haven't steal on your save)
Seals to Keep an Eye for (Part 1)
There's quite a number of seals for you to keep an eye on that helps you on early progression and even skin divings, so here's a quick list of what I PERSONALLY think are good if you're unsure in what seal to pick up due to limited slots for removable seals or you're just getting some gear with some Ability seals.

Also very big note here, I'm gonna give it a few descriptions but if you want much more specifics, check the in-game "Chronicles" as it gives a lot of seal specifics.

Weapon Seals
  • Species Slayer Seal - It's a straight up increase to your damage against specific enemies. There's a total of 10 species in the game, so you can't get the slayer seals for all of them since it's just gonna use up slots for other seals.
    It's better to go specifically for:
    • God Slayer - A large amount of enemies are Gods, so this is a huge help.
    • Animal/Phantom Slayer - This is completely interchangeable if you don't have slots, since after God/Youkai, a bunch of other enemies are Animal and Phantom. This helps especially against Youmu's half ghost spawn and Kagerou.
    • Oni Slayer - Only some enemies are Oni, quite lesser than Youkai and Fairy but it covers one majorly hard enemy in the game: Flandre.
    • Superhuman Slayer - Covers a smaller variety of monsters but these ones are particularly a lot powerful, so worth the slot.
    • Youkai Slayer - A huge amount of enemies in this game is Youkai, so having it dramatically helps to majority of the enemies. Issue is this seal is quite rare at first, and can be first obtained from a "Yin-Yang Ball" weapon.
    • Human Slayer - Some annoying enemies are surprisingly humans so getting this helps, but this seal is quite rare to be a removable one and mostly appears as an ability seal on early game.
  • Species Slayer Slayer - It's the same as species slayer but instead to innate buffs the enemies may have. These ones are much more rarer and situational, but these are also for the most troublesome/annoying enemies so it's worth to get. These are:
    • Float Slayer - Absolutely a high priority as a lot of the enemies and bosses floats.
    • Vampire Slayer - Bonus slayer seal for Flandre and Remilia enemies.
    • Unzan Armor Slayer - Specifically for Ichirin & Unzan.
    • Superhard Slayer - For later enemies in end game dungeons. Not needed for story.
  • Hisou - This is an automatic changing Species Slayer every turn when you face a new species, which allows you to completely save your slots for other seals. This is valued as an ability seal, but as a removable seal it's arguably niche due the removable seal having lower bonuses.
  • Heal/Cure - These 2 provides you some health regeneration outside of spending a turn, with Heal being easier to get from "Dokuadami Tea" but just heals for a small amount (2 per turn) while cure offers a percentage heal based on damage dealt but harder to get.
  • Adversity - Increases your damage and reduces damage taken based on the enemies surrounding you. This is very helpful against enemies swarming your and pandemoniums.
  • Vanquish Heal - Restores health based on your max hp + a flat value after killing an enemy.
  • Ignore Defense - Chance to ignore an enemies' def per turn is good when you attack, as some enemies are literal paper if armor doesn't exist.
  • Destroy Defense - same as above but instead this ignores the defense everytime you attack by a certain percentage, so not a complete armor ignore like Ignore defense, but happens all the time.
  • Multi-attack seal - this reduces your damage per hit, but allows you to attack multi-times per a turn. This is best used on conjuction with Direct Hit, but it's also pretty good alone but risk damage lost if one attack miss.
  • Direct Hit - This reduces your attack but guarantees your attacks will hit on some enemies which can be helpful, especially when they're about to swarm you. Best used with multi-attack seal, as it nets you more total damage despite the reduction from both seals.
  • Release - Not very important BUT it helps you on attacking to edges and just taking care of Seiga's flying in walls. Good QoL seal.
  • Attack Range Up - Increases your weapon range which can be very helpful against enemies or luring them to hallways, but common ones lower your damage since the ones that doesn't are melded ability seals.
  • Penetrate Attack - allows your attacks to pierce if you have Attack Range Up, otherwise useless.
  • Two-Hand Enhancement - Performance increase for two-handed weapons. Great if you use Two-Handed weapons such as logs, as a way to compensate for the defense you're missing.
Armor Seals
  • Species Barrier - Similar to the Species Slayer seal, it's a straight up increase to your defense against specific enemies. Use the slayer as a reference which one is more common as it's literally the same.
  • Float Barrier - Same as Float slayer; a lot of enemies just has float buff by default and this seal guarantees more defense against them. No need for other status barriers outside of this.
  • Relief - Straight up reduces damage taken from any source by a certain percentage. Absolutely valuable along with the Float and Species barrier seals. Does not work on everything that explodes
  • Blast Suit - Reduces the damage taken from explosive traps and exploding attacks. This is pretty good and explosives are current health damage, and this reduces the potential health you'll lose and safeguards you.
  • Crevice - Prevents Yukari from doing literally everything Gap related to you. Also, the equipment with this seal will break when hitting something (or a wall) so be sure to have Adhesion on.
  • Anti-Theft - Prevents Marisa/Yuyuko from stealing items from you. If this seal is a removable seal, they'll steal this seal instead and not an item.
  • Counterattack - Chance to attack your enemy when it hits you and it's right next you. Very powerful and the attack also applies your weapon seals and can potentially heal you inbetween attacks.
  • Avoid - Chance to dodge enemy attacks, which is incredibly good.
  • Ranged Attack Barrier - Reduces the damage taken from enemy ranged attacks.
  • Ranged Attack Avoid - Chance to do dodge range enemy attacks, not as good as avoid but since a lot of enemy does hit from a far range, this is still very good.
  • Hihisou - same as Hisou; it's an automatic changing Species Barrier but is very weak as removable seal. Works best as an Ability seal.
  • Impact Heal - allows you to restore some health when you're struck, which works well as some form of damage reduction.
  • Anchor - Prevents Murasa enemies and the Drown "Submerged Princess" spellcard from forcefully moving you to the next floors and adding water to your inventory and gaps. Water added to your gap can replace items, meaning there's a chance you'll lose items.
  • Coming of Spring - Prevents your item being frozen entirely and also a chance to instantly defeat Cirno and Letty enemies.
  • Hibernation - Turns the sleep debuff into Hibernate; Rapidly regenerates you health while asleep and wakes you up when the debuff is gone OR you've reached full hp.
  • Reflect - Returns some damage taken to the enemy that inflicted that damage if they're near you. This is a pretty ok seal, but not superb since counterattack exist. However, it does work really well against Sagume's HP drain attack, as a portion of the HP she drain would be reflected back to her as damage. Also good for knowing where invisible enemies are since the damage number of reflect shows above them.
  • Health - a chance to ignore harmful effects. Low priority due to low chance as a pink seal.
Seals to keep an Eye for (Final)
Charm Seals
  • Null Hypnotism - Now, you can also get this on armor but I've always gotten this way easier on seals so I'm adding it here. You can get it from the Moon watch charm. Nullifies the Reisen attack where it forces you to do anything randomly like unequip equipment or use an item.
  • Confused Resistance - Same as above, also can be found in armor but easier on a charm. Also on the Moon watch charm. Prevents confusion, which one of the most annoying debuffs in the game as it randomizes your movement.
  • Insane Resistance - Same as above, also can be found in armor but easier on a charm. Also on the Moon watch charm. Prevents Insanity debuff, which makes you attack anything nearby, reduce your def to 0 and be uncontrollable.
  • Curse Resistance - Prevents any of your items being cursed, which blocks being used, being unequipped and slotting in seals.
  • Antibody - Prevents you from losing power from enemy debuffs or poison swamps. This also blocks Neutrotoxin (which reduces your max health by half for a duration) and Muscle Fatigue. Does not block Remilia's Power drain.
  • Reduction - Cuts the duration of harmful effects by 50%, which is very good. However, Junko enemies can remove this buff for the entire floor and will return once you move to another one.
  • Adaption - Increases your chance to dodge terrain when your tummy is high. The higher the tummy, the higher the chance. Very useful against swamp types of terrain or the wind blasters. Can also cause you to dodge beneficial terrain such as revival shrines so keep that in mind.
  • Crisis Prevention - Increases your chances to dodge traps when your tummy is low. The lower the tummy is, the higher the chances. Very helpful for skin diving as those places really love traps everywhere and may just really screw you over. Food is also random on these dungeons, so tummy being low is common.
  • Scapegoat - Gives a revival effect when you die, but breaks the equipment that has this seal. Highly recommended for skin dives or even side-stories such as Aya's. Be careful as putting it on an important equipment will be detrimental if it works.
  • Divination - Increase Spellcard damage, also Talismans. Buffs your Partner as well. This a good boost but only once you get the resistance one as those are important to prevent disruptions.
  • Saving - Reduces danmaku cost by a certain amount, thus allowing preservation and more range attacks.
Other Seals (Can appear in a variety of equipments/items)
  • Crime and Punishment - This seal is a straight 10% damage increase and 10% damage reduction as long you have not stolen anything in the current floor, which is a good bonus. Once you stole something, the bonuses are gone and you take 1% increase damage for every 1k Yen worth of what you stole.
    IF you never stole anything on your entire save, like literally nothing, the bonuses are increased to 20% rather than just 10%. This is actually a personal favorite
  • Deterioration Seal - Prevents you from losing enhancement value from your equipment, which is very helpful as enemies would love to spam it on you later on. Does not prevent losing enhancement reduction from fusion/melding.
  • Adhesion - Chance for your equipment to be not knocked off by certain enemies, which is important as a single hit from a these enemies can end your entire run. Also prevents Alice traps to unequip your equipment
  • Catch - Chance to catch everything thrown at you, which is good as it prevents you from being hit by deadly stuff thrown by Kyouko enemies (Traps, deadly potions, Eradication spellcard)
  • Shadow Bind Resistance - Prevents you from being Shadow Bind, which prevents movement.
  • Bind Resistance - Prevents you from being bind, which stuns you until you get attacked or a set-amount of turns have passed.
  • Record - Prevents you from forgetting items with the Memory Trap and map. Useful in case you do not want to randomly guess your items again on the current floor and waste Nito Points or time figuring it out. The Memory Trap's effect does wore off after you leave the current floor, so if you can bear with it, you can ignore this seal. Also prevents Amnesia, which forgets the map and prevents your map from being discovered while it's on, but it's kinda minor.
  • Item Drop Resistance - Chance to prevent your items from being forcefully drop, as dropping gaps can break them or just when they drop to swampy terrain, the item is gone.
  • Level Decrease Resistance - Prevent character level decrease from enemies, food and potions. Does not prevent the level decrease from Doremy.
  • Flame Absorber - Consumes Fire terrain to heal, prevents items being burned and weakens Mokou enemies. Pretty niche honestly BUT preventing food from being burned is helpful a lot in skin diving dungeons.
  • Garlic - Prevents you from losing power from Remilia related attacks.
  • Vitality Enhancement - Increases all forms of healing you receive by a certain percentage.
  • Death Curse Resistance - Prevents Death Curse from ever affecting you, but will still consume the Doom Dispel protection your equipment may have.
  • Seal Sealer - Prevents enemies from removing any removable seals you have from your equipment. This is specifically for Shou enemies, but also works with Marisa/Yuyuko if your Anti-theft seal is a removable one.
  • Danmaku Gauge Up - Increases the maximum P you can store for danmaku attacks. Certain characters would like to have a lot of danmaku saved or even gains benefits based on the maximum capacity. If you don't use danmaku a lot, feel free to ignore this.
  • Character EXP Fluctuation - increases your exp gain which then indirectly increases your stat growth in a dungeon.
  • Equipment EXP Fluctuation - increases the exp of the equipment this seal is on, which then allows it to gain stats faster which will be helpful on lower floors. Becomes useless once the equipment is capped out however.
  • Attack Up - Always good to have more damage, but this is a small bonus and should only be added if you really need the damage boost or have spare slots.
  • Additional Damage Up - same as Attack Up as stated above, but is very good if it's an Ability Seal.
  • Damage Reduction Up - reduces damage taken by a flat amount.
  • Defense Up - same as Damage Reduction Up but inherently worse. It increases your def too though.
  • Vitality Up - Increases health by a flat amount + a certain percentage based on max health.
  • Power Up - Increases your current and max power, which increases your possible damage.
  • Small Appetite - not very necessary but reduces the time your tummy lowers itself, which is a good QoL seal.
  • Paperweight - This seal is just good on early game/lower-floor dungeons, as this seal becomes useless against big enemies since they ignore it and it prevents you from using Crevice, which is a big seal against Yukari's very annoying abilities.
Breaking the Limits!
As previously mentioned, some equipment will improve their Ability and Resonance seals as they level up. However, the early cap is around 60, 90 or 99 for equipment, so you would assume it the seals being stronger ends there? Well, no.. far from it in fact.

After you finish "Emergency!", you will unlock Melding which allows you to make your equipment a lot more powerful by using other equipment of the same type to increase another equipment's cap by 10. You can do this again and again and eventually, their Ability and Resonance seals will become stronger. Remember, this will only affect Ability and Resonance Seals and not Removable Seals!
The following are some examples of the seals upgrading:
  • Gungnir The Spear - 100% Damage Direct Hit at level 100.
  • Boozehound Suika - 105% Damage Range Attack Up at level 200.
  • Miracle Stick EB - +10 Bombarment at level 300
  • Miracle Purification Greatrod - 50% Cure at level 250
  • ? ? ? ? - 9% Conversion at level 250
  • Yamame Sundae - 30% Activation Chance Health at level 300
  • Third Eye - 60% Relief at level 300
  • Myouren Temple Donation Box - 2000 yen drop at level 150
  • White Fox Dragon Sword "Masaki" - 33% Chance Add Power Seal at level 200
  • Hakurei Crystal - 50% Chance Add Power Seal at level 999
  • Buyking's Dakimura - 999,999,999 Yen Money Strike level 999
  • Pico Pico Hammer - 500% Damage Strong Swing at level 999

As you can see above, the Ability and Resonance seals for those equipment becomes a lot stronger at certain levels, which you ideally want so you can get them then move it to another equipment of the same type with Melding, since Melding also allows you to move Ability Seals from one equipment to another, as long it is the same type.
I won't discuss Melding on this guide as it's another complicated thing that requires a bunch of stuff things and time to fully get into, but basically put Melding does allow you to increase your Ability and Resonance Seals power by raising equipment level cap.
This is a tedious process however, and will require a lot of time, but if you do manage to reach a heavy amount of power, you can eventually reach any of these:

You can also do a lot of the challenging content without even using Melding on both armor and the weapon but with proper Blue Removable seal grinding and management, with some videos below.

Seals really describes your potential in this game.
The End?! or is this afterword--?
You've reached the end, and this guide ended up being way longer than I thought it would initially gonna be, but that's just how seals work on this game. In fact, I didn't even go with some details because it would just end up being way longer than it should, hopefully I didn't miss anything impactful or/and important.

So what gave me the idea to make a seal guide for a game released so long ago? Cause people I help on this game are usually very confused on which seals are good, how they actually work and how far can a seal go. It's kinda very hard to be specific when the game has several big bosses with various species tags and mechanic, and running through every seal explanation time to time is just really quite a lot.
So a year ago I actually thought of making this guide before because of that, and finally manage to do it. So now I can just redirect people here, have them read this very long guide, and just answer where they're confused, hoping this guide clears some things that they were previously confused.

I've also pull a number of seal examples for the previous part from the Japanese wiki which you can find on this link: https://fushigenwiki.work/todr/
It's all Japanese, so you're at google translate's mercy if you can't read it. It has a lot of stuff which is nice but also missing a few.

I would also like to thank the following people to providing me some information that I didn't previously know:
  • lightcha - Discord (formerly Lightcha#6570)
  • vflippy - Discord (formerly Flippy#6202)

This is actually my 2nd guide, first on purely on gameplay mechanics, so it's not the most fanciest thing.. the entire thing uses paint for nearly all the images if not just screenshots.
Thanks for reading and hope this guide helped in clearing some things on how seals works on this game.

Last Update
This section is just specify when was the guide last updated and was was changed.

January 13, 2024 Update:
  • Added a new seal interaction on "Seal Interactions (Final)": Junko vs Reduction “Buff”

Aug 12, 2023 Update:
  • Changed the font styles of the main sections in Seal interactions to be Heading1, so readers can see where a new section starts due to how many text are in the guide.
  • Rearranged a lot of the seals in "Seals to keep an eye out" section.
  • Added "Exorcism Rod 99" as one of the two equipment that has Slayer Suppression, not just "Mistletoe Dagger". Thanks for Baka Mitai for pointing that out.

July 21, 2023 Update:
  • Added the following seals to "Seals to keep an eye out": Vampire Slayer, Unzan Armor Slayer, Super Hard Slayer, Two-hand Enhancement, Danmaku Gauge Up, Adaption, Scapegoat.
  • Fix a couple of more typos, there's probably more--

July 13, 2023 Update:
  • Added the Remote Attack to the bamboo and mushroom interaction on "Seal Interactions (Part 2)".
  • Added a new seal interaction on "Seal Interactions (Final)": Resonance and Ability Seal preventing breakage and theft.
  • Added that removable seals are the only seals that can break when used by the player in this game.

July 12, 2023 Update:
  • Changed some text on the guide from "weapons" to "equipment" since it refers to properties that's also applicable to armor and charms, not exclusively weapons.
  • Changed and rephrased a part in "Seal Interactions (Part 1)". Now has a 4th example about boost seals having the same duration & break chance.
  • Changed the word "designations" to "designators" that refers to what equipment the seals need to work/be equipped. (I still don't know what these are officially called, any ideas?).
  • Slightly updated the multi-hit section on "Seal Interactions (Part 2)".
  • Added the interaction of terrain Bamboo Shoot and Mushrooms with wide-range and attack range up seals in "Seal Interactions (Part 2)".
  • Corrected the level for Boozehound Suika's max attack range stat at "Breaking the Limits" to Lv200.
  • Added credits on the end.
  • I made this section, cause sometimes I need to keep track what was changed.
3 Comments
TheTaxCollector 21 Jan, 2024 @ 12:27am 
I thought I knew most everything in the game with my progress until I saw this, amazing guide
Misuki  [author] 12 Aug, 2023 @ 5:52am 
@Baka Mitai Good catch! I haven't checked that equipment for a long while so forgot. I've added it on the section but the example shown is still Mistletoe dagger.
Baka Mitai 12 Aug, 2023 @ 3:28am 
Great guide! I have just one small thing to add: Mistletoe Dagger isn't the only equipment with Slayer Suppression on it, the Exorcism Rod 99 has it as well, at 100%.