|Japanese Name||キャラバン (Kyaraban)|
|Namesake||Caravan (progressive rock band)|
|User (Default Name)||金田 (Kaneda)|
"A merchant Stand that can craft and transform items by rearranging their atomic structure. While fully independent, business is its only interest. In exchange for the spirit energy of the user, it can create objects - not unlike the exchange of cash for goods." (In-Game Description)
"Laid-back, witty, and easy to quick on your feet. Kind and gentle, but bad at keeping secrets. Though sharp, you're also timid, shying away from all responsibility. You're dependent on others and quick to panic, and your entire personality can change at the drop of a hat." (Personality Evaluation)
In addition to these base stats, the Stand itself gives a bonus of Power/Durability +1 and Spirit +2.
Caravan is capable of attacking at all ranges, dealing high physical damage but has a high SP cost and is very lacking in damage against immaterial enemies such as Burns, Green Hornets, etc, so you will be relying on your regular attacks, Stand Attack, Desperation Attack, and Caravan Act 3 against those kinds of enemies.
Caravan's normal attack is mid-ranged, physical, has a basic hit rate of 90%, and has a 10% chance of inflicting OffGuard.
Skills that have corresponding items, like Hand Grenade and Nuclear Warhead, can be learned early by sleeping in the inn with the item version in your inventory. Caravan will attempt to reconstruct it, and if it succeeds, you'll learn the move even if you aren't at the required level.
|Name||SP cost||Level learned||Effect|
|Cardiac Massage||5||1||Revives an ally from K.O.|
|Stone Toss||1||1||Inflicts physical damage on one enemy.|
|Stand Attack||1||1||Directly attacks an enemy with your Stand. (S)|
|Ointment||10||3||Ointment and gauze. Restores 50HP.|
|Cooling Pad||5||3||Removes Paralysis status.|
|Gunpowder||10||3||Inflicts physical damage on an enemy.|
|Cold Medicine||15||*||Recovers exhaustion. (Only learned if you have a Sickly protagonist.)|
|Antidote||5||4||Removes Poison status.|
|Eyedrops||5||4||Removes Darkness status.|
|Soothing Medicine||5||4||Removes Berserk and Confusion status.|
|Awakening||5||5||Removes Sleep status.|
|Hand Grenade||20||10||Inflicts severe physical damage on an enemy.|
|First-Aid Kit||20||13||Painkillers, ointment, & vitamins. Restores 250HP. (Does not cure Bleeding, unlike the item version.)|
|Bazooka Launcher||30||14||Inflicts severe physical damage on all enemies.|
|Desperation Attack||3||15||Attacks all enemies. Has low success rate. (S)|
|Flamethrower||16||16||Inflicts physical damage on all enemies. / +OnFire|
|Dynamite||40||17||Inflicts maximum non-elemental damage on an enemy. / +BlowBack|
|Submachine Gun||18||17||Inflicts a lot of physical damage on enemies. / +Fear|
|Caravan Act 2||20||19||Takes you to the dimension inside Caravan's pouch.|
|Missile||60||20||Inflicts crippling physical damage on foes. / +BlowBack/Darkness/OnFire|
|Stimulant||30||35||Revives an ally with 50% HP.|
|Caravan Act 3||50||40||Inflicts darkness + severe damage on enemies. (S) /+Fear, Bleeding, rare 1HKO|
|Nuclear Explosion||300||50||Inflicts extreme physical damage on all enemies. /+SP damage & status effects|
The following moves can only be learned after sleeping in the inn with the following characters or items in your party:
|Name||SP cost||Required character/item||Effect|
|Slash||1||Knife||Inflicts physical damage + rare Fear/Bleeding.|
|Open Fire||3||Handgun||Inflicts damage on one enemy.|
|Shoot To Kill||20||Sniper Rifle||Inflicts damage on one enemy + Bleeding.|
|Legendary Blade||16||Talwar||Inflicts severe physical damage on one enemy + Fear/Dizzy/Bleeding.|
|Experimental Knives||20||Experimental Knives, or Gallahad, after he has learned this move||Inflicts damage on one enemy/sometimes 1HKOs.|
|Boomerang Hat||5||Speedwagon||Inflicts hat damage on all enemies.|
|Throwing Knife||18||Slash has been learned, level is >5||Inflicts physical damage on one enemy.|
|Throwing Knives||24||Throwing Knife has been learned, level is >10||Inflicts physical damage on all enemies.|
|Annihilation Bullet||5||Shoot to Kill, Ripple Rush, S.Y. Overdrive, or Ripple Gale has been learned, Joseph||Shoots one enemy with a Ripple-infused bullet. (S)|
|True M.S. Overdrive||30||Legendary Blade, Ripple Rush, S.Y. Overdrive, or Ripple Gale has been learned, Joseph has learned M.S. Overdrive||Ignores def. to inflict crippling Light damage. (S)|
Caravan Act 2
At level 19, you'll learn Caravan Act 2, which will take you to a special shop. You cannot save in here, and Caravan Act 2 will disappear while inside (it will be relearned once you exit). There is an inn where you can sleep for 500G a night. Days will not pass when using the inn, but hotel events (including those with Caravan) will not occur.
The following three items are easter eggs, and have no use.
|Punch||50||Attacks with a punch. Cannot be equipped.|
|Longsword||100||A longsword with a narrow blade. Cannot be equippd.|
|Ointment||100||Gauze and ointment. Restores 50HP.|
|Meat Spray||200||Restores HP. Can be used up to 5 times.|
|Act 2||300||Energy drink that restores a large amount of HP and SP.|
|Ripple-Infused Wine||700||Wine with pain-relieving properties. Heals all allies.|
|Ripple-Infused Cola||300||Soda with pain-relieving properties. Heals all allies.|
|Requiem G.E.||300||Energy drink that cures various status ailments.|
|Overdrive SY||300||Energy drink that restores a large amount of SP.|
|Diamond C||300||Energy drink that restores a large amount of HP.|
|Gunpowder||150||Gunpowder for fireworks. Damages enemies.|
|Hand Grenade||350||A simple, easy-to-use hand grenade.|
|Dynamite||600||Used by construction workers to blow up bedrock.|
|Handgun||500||A handheld revolver. Has 5 shots.|
|Missile||2000||A missile complete with portable launcher.|
The following items are only available on your 4th playthrough and up:
|Bazooka Launcher||1000||A miniature bazooka launcher. Only has one shot.|
|Submachinegun||1200||A handheld machinegun. Has 5 cartridges.|
|Sniper Rifle||1800||A sniper rifle. Has 5 bullets.|
|Experimental Knives||3000||Inflicts physical damage on one enemy/sometimes 1HKOs|
The following items are only available on your 6th playthrough and up:
|Secret Book Vol. 1||1000||Teaches Ripple Breathing skill.|
|Secret Book Vol. 2||5000||Teaches Ripple Rush skill.|
|Secret Book Vol. 3||5000||Teaches +- Ripple skill.|
|Secret Book Vol. 4||10,000||Teaches Sunlight Yellow Overdrive skill.|
|Doraecat Comics||100||Teaches Laugh skill.|
|Psychology 101||100||Teaches Fearless Laugh skill.|
|Voice Training||100||Teaches Loud Yell skill.|
|How Now, Kowtow||100||Teaches Kowtow skill.|
|Low Blows||100||Teaches Bluff skill.|
|Looking For Trouble||100||Teaches Provoke skill.|
|Book of Evil||10,000||+1~3 bad karma.|
|Book of Cleansing||10,000||-1~3 bad karma.|
|Name||HP||Dropped EXP||Dropped Money||Dropped Items||Notes|
|Guard||170||152||251||Longsword||From Final Fantasy Legend 2. Attacks in a group of 4. Resistant to Fire and Water, weak to Ice.|
|Serpent||198||152||251||Crazy DX||Attacks with poison fangs. Resistant to Fire, Water, Earth, and Wind, weak to Ice and Electric.|
|F-Flower||130||152||251||Punch||Attacks with poison fangs. Resistant to Ice, weak to Fire, Light, and Wind.|
|Eagle||160||152||251||Experience Tablet||Uses attacks that inflict BlowBack. Immune to Earth, resistant to Fire, and weak to Ice and Wind.|
|Jiqimao||2000||0||0||None||If you get Jiqimao's HP to under 10% (under 200 HP) before he escapes, you'll get a Badge of Honor. After you get five Badges from him, he will immediately flee from the battle when you encounter him.|
|Gotta Catch 'Em All||Jotaro|
- Can check the first-aid kit in the player's home to learn the Ointment, Cooling Pad, Antidote, Eyedrops, Soothing Medicine, and Awakening skills early.
- Adds extra dialogue during the scene with Kakyoin's flesh bud.
- Removes the 10-Turn limit in the fight with Dark Blue Moon, by producing oxygen tanks for Jotaro and the player.
- For an SP cost, you will not suffer the OnFire status effect on the 6th turn in the Wheel of Fortune battle.
- CANNOT fight the Lovers with Kakyoin and Polnareff.
- On Day 25 onwards, you can heal the fallen Terrorist for -2 bad karma.
- Can help the Refugee camp. One day passes, and you receive -2 bad karma and a Junk Bracelet.
- Adds extra dialogue after the second fight with Khan.
- Can cheat on the Daniel J. D'Arby Poker Game. There is a chance that he will catch you cheating, in which you'll instantly lose, but if he doesn't, you'll earn 1 Badge of Honor.
In short, a "cheerful businessman". The stand beame a merchant-type simply because of the user's strong mercantile nature. Their two-facedness and small-mindedness are also reflected in their stand. The stand itself is like a bird, free and unrestrained, but hard to hate.