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    Weapon List by Axem Titanium

    Version: 1.4 | Updated: 02/27/06 | Printable Version | Search Guide | Bookmark Guide

    A Weapon List for Fire Emblem 7: Rekka no Ken (Blazing Sword)
    Date Created: 1/14/04
    By: Benjamin Lu a.k.a. Axem Titanium
    
    Contents
    1. Copyright Stuff
    2. Updates
    3. Introduction
    4. Formulas
    5. Format
    6. Swords
    7. Lances
    8. Axes
    9. Bows
    10. Ballista
    11. Staves
    12. Anima
    13. Light
    14. Elder
    15. Other
    16. Contact the Author
    17. Credits and Closing
    
    If you want to skip to a section, press Ctrl + F and type in the desired
    section heading above, including the number and period. Or you could copy and
    paste. That works too.
    
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    1. Copyright Stuff
    --------------------------------------------------------------------------------
    
    Ummm... yeah. This FAQ is Copyright 2004-2005 to Benjamin Lu. Please don't copy
    this work without permission. It is for private, personal use only. If you would
    like to put it on your website, please send me an e-mail and ask *nicely*. I'm
    usually a pretty mellow guy so if you ask, I'll probably let you if you have a
    nice respectable site (yes, I'm a sucker for quaint websites). The newest
    version of this FAQ will always be at GameFAQs (www.gamefaqs.com). The point is,
    if you want to do something with this, just ask me before you do. I am aware
    that failure to comply with whatever I said above is illegal and can and will
    result in swift legal action. The following sites currently have my permission
    to repost this FAQ:
    
    www.gamefaqs.com
    www.neoseeker.com
    www.fewars.bravehost.com/
    s6.invisionfree.com/FallenEmblem/
    
    All trademarks and copyrights contained in this document are owned by their 
    respective trademark and copyright holders. Don’t sue me, I’m poor.
    
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    2. Updates
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    Version 1.0 - 1/14/05 - First complete version. All sections added.
    Version 1.1 - 2/10/05 - Corrected some formulas. Minor other corrections. See
                            the Credits and Closing section for more on this
                            update.
    Version 1.2 - 3/30/05 - Oops! Sorry! I feel dumb now. I forgot to add
                            neoseeker.com to the list above, even though I already
                            gave them permission. Sorry neoseeker peoples! Also,
                            minor grammar edits and stuff.
    Version 1.3 - 1/2/06  - Well, it was going to be a minor edit but it turned
                            into something bigger. See Credits and Closing for more
                            on this update.
    Version 1.4 - 2/27/06 - Not really a new version, more like, a general
                            “clean-up” of everything. Also, a note on Rienfleche.
    
    Next Update: Adding Rings, items and other stuff I may have missed. If I feel
                 like it.
    
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    3. Introduction
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    Heyo and welcome to my first attempt at writing an FAQ. Comments and criticism
    as well as flames are welcome and to be directed to my e-mail in the Contact the
    Author section. I first started this project a long time ago for Fire Emblem
    Wars (www.s4.invisionfree.com/fire_emblem_wars), a forum I go to, after a lot of
    pestering by various people. Anyway, this FAQ is probably one of the most
    complete Fire Emblem 7 Weapon Lists on the internet and it's filled with tons of
    interesting tidbits and goodies, combined with my own sarcastic rhetorical style
    of writing. Anyway, just enjoy because I'm sure that at some point, you'd be
    caught reading each of my little reviews of each weapon. Thanks for reading!
    
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    4. Formulas
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    Here are all the formulas used in Fire Emblem 7. Whenever rounding is needed at
    all, you round down.
    
    Attack Power = Unit's Strength or Magic + Weapon's Might
    
    Attack Speed (if Weapon's Weight is less than or equal to Unit's Constitution) =
    Unit's Speed
    
    Attack Speed (in all other cases) = (Unit's Constitution - Weapon's Weight) + 
    Unit's Speed
    
    Hit Rate = Weapon's Accuracy + (2 * Unit's Skill) + (0.5 * Unit's Luck)
    
    Evade = (2 * Unit's Attack Speed) + Unit's Luck
    
    Critical = Weapon's Critical + (0.5 * Unit's Skill)
    
    Critical Evade = Unit's Luck
    
    Weapon Triangle: If Unit wins the Weapon Triangle, Unit receives +1 Attack
    Power and +15 Hit Rate. If Unit loses the Weapon Triangle, Unit receives -1
    Attack Power and -15 Hit Rate. Sword beats Axe, Axe beats Lance and Lance beats
    Sword in the Weapon Triangle. Anima beats Light, Light beats Elder and Elder
    beats Anima in the Weapon Triangle. Also note that the “Reaver” weapons (i.e.
    Lancereaver, Axereaver, and Swordreaver) receive +2 for winning the Reversed
    Weapon Triangle and -2 for losing the Reversed Weapon Triangle.
    
    Final Attack Power = Unit's Attack Power + Weapon Triangle Effects - Enemy's
    Defense/Resistance
    
    Final Hit Rate = Unit's Hit Rate + Weapon Triangle Effects - Enemy's Evade
    
    Final Critical = Unit's Critical - Enemy's Critical Evade
    
    Double Strike: If Unit's Attack Speed is greater than Enemy's Attack Speed by 4
    or more points, Unit receives a Double Strike.
    
    S-Level: If Unit has an S-Level in a type of weapon, then Unit receives a +5 hit
    rate and a +5 critical bonus when using that type of weapon.
    
    In addition to those formulas, there is another very important formula that
    you’ll be using a lot. This formula I have dubbed the Effectiveness formula, for
    lack of a better name. The following weapons have been confirmed to use the
    Effectiveness formula when attacking the correct enemy: Armorslayer, Wyrmslayer,
    Mani Kaati, Sol Kaati, Rapier, Durandal, Heavy Spear, Hammer, Swordslayer, Wolf
    Beil, Armads, Forblaze, Aureola. See their respective entries in the Weapon List
    to see what they’re effective against. Bows also use the Effectiveness formula
    when attacking Flying units.
    
    Effectiveness: [(2 * Weapon’s Might) - Enemy Defense] + Unit’s Strength or Magic
    +/- 2 for Weapon Triangle Advantage or Disadvantage
    
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    5. Format
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    Iron Sword (the name of the weapon)
    
    Usage-46 (how many times it can be used before breaking)
    Might-5 (this affects the unit's attack power)
    Accuracy-90 (this affects the unit's hit rate)
    Critical-0 (this affects the unit's critical rate)
    Weight-5 (this affects the unit's attack speed)
    Skill Level-E (the minimum required Weapon Skill Level to wield this weapon)
    Range-1 (how far it reaches on the map)
    Price-460 G (how much you can buy it in a standard shop)
    Other-None (any other effects it has, I won't add this section to weapons 
    without other effects)
    
    Iron Swords are your staple weapon. You will use them far longer than you 
    expect. They are total crap but they're better than throwing rocks at your 
    opponents so they have to be good for something. (a usually brief review of its
    
    uses and any other stuff I find necessary or unnecessary)
    
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    6. Swords
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    Swords are in almost every game in some way, shape, or form. It's almost
    unavoidable. Swords are actually pretty homogenized in Fire Emblem and perform
    almost the same function as Axes and Lances. Swords are lighter and weaker than
    Axes and Lances but are more versatile and accurate. Swords beat Axes in the
    weapon triangle and gain 1 attack and 15 hit rate when facing Axes. Swords lose
    to Lances in the weapon triangle and lose 1 attack and 15 hit rate when facing
    Lances. A lot of units use Swords. In fact, a majority of your melee units will
    either use Swords or promote to use Swords. I'm lazy, so I'll just tell you the
    classes that use Swords then. Mercenaries, Myrmidons, Cavaliers, Eliwood, Lyn,
    and Thieves use Swords from the beginning. Falcoknights, Wyvern Lords, Hector,
    and Nomadic Troopers gain the ability to use swords through promotion.
    
    Iron Sword
    Usage-46
    Might-5
    Accuracy-90
    Critical-0
    Weight-5
    Skill Level-E
    Range-1
    Price-460 G
    
    Iron Swords are your staple weapon. You will use them far longer than you
    expect. They are total crap but they're better than throwing rocks at your
    opponents so they have to be good for something.
    
    Slim Sword
    Usage-30
    Might-3
    Accuracy-100
    Critical-5
    Weight-2
    Skill Level-E
    Range-1
    Price-480 G
    
    This is basically half of an Iron Sword. It's for your pathetically small units
    who don't have a high enough constitution to wield an Iron Sword. It does boost
    critical a bit though so it's not completely pointless.
    
    Emblem Blade
    Usage-60
    Might-5
    Accuracy-90
    Critical-0
    Weight-5
    Skill Level-E
    Range-1
    Price-Unknown
    
    This weapon is available only through the Mario Kart: Double Dash bonus disk.
    Aside from the number of uses, it's identical to an Iron Sword. Not a bad thing
    though.
    
    Steel Sword
    Usage-30
    
    Might-8
    Accuracy-75
    Critical-0
    Weight-10
    Skill Level-D
    Range-1
    Price-600 G
    
    Steel Swords aren't anything special either. They're for those evil enemies
    that always end up with about 3 HP after you hit them. Now, you can kill them
    in one turn and not waste your weapon uses. As a side note, Steel Swords have
    the same stats as Iron Axes.
    
    Iron Blade
    Usage-35
    Might-9
    Accuracy-70
    Critical-0
    Weight-12
    Skill Level-D
    Range-1
    Price-980 G
    
    This is your standard mercenary weapon since most mercenaries can wield this
    weapon without becoming too bogged down by its heaviness. It's only slightly
    more powerful than a Steel Sword though.
    
    Armorslayer
    Usage-18
    Might-8
    Accuracy-80
    Critical-0
    Weight-11
    Skill Level-D
    Range-1
    Price-1260 G
    Other-Effective against armored units.
    
    Like the name implies, weapon power is doubled when facing armored units. You
    might use this for the first few knights/generals you face.
    
    Longsword
    Usage-18
    Might-6
    Accuracy-85
    Critical-0
    Weight-11
    Skill Level-D
    Range-1
    Price-1260 G
    Other-Effective against mounted units.
    
    Once again, like the name implies, weapon power is doubled when facing mounted
    units.
    
    Wo Dao
    Usage-20
    Might-8
    Accuracy-75
    Critical-35
    Weight-5
    Skill Level-D
    Range-1
    Price-1200 G
    Other-Usable by Myrmidons, Swordmasters and Lyn only.
    
    Karel and Karla each come with a Wo Dao. 35 critical is very nice, especially
    when facing some of the tougher chapters. I know I fail at reading kanji but
    most Asian people would know ‘dao’ is a common Romanization of the word for
    knife.
    
    Poison Sword
    Usage-40
    Might-3
    Accuracy-70
    Critical-0
    Weight-6
    Skill Level-D
    Range-1
    Price-N/A
    Other-Target enemy becomes poisoned.
    
    This weapon can only be used by enemy units unless you use the trick referenced
    to in the commentary on the Spear.
    
    Steel Blade
    Usage-25
    Might-11
    Accuracy-65
    Critical-0
    Weight-14
    Skill Level-C
    Range-1
    Price-1250 G
    
    This is your most powerful C rank weapon but I prefer Killing Edges over this.
    Use at your own discretion.
    
    Wyrmslayer
    Usage-20
    Might-7
    Accuracy-75
    Critical-0
    Weight-5
    Skill Level-C
    Range-1
    Price-3000 G
    Other-Effective against Dragons.
    
    I don't remember using this on Wyvern Riders. I personally prefer using arrows
    against Wyvern Riders anyway. And don't even think about using this on the Fire
    Dragon, since it'll do jack squat.
    
    Killing Edge
    Usage-20
    Might-9
    Accuracy-75
    Critical-30
    Weight-7
    Skill Level-C
    Range-1
    Price-1300 G
    
    Doesn't Killing Edge sound so cool? It's one of my favorite weapons because,
    like Wo Dao, it lets you critical so much. Coupled with the +15 critical that
    Swordmasters get and +5 critical from using a weapon you have S class in, you
    are going to be criticaling a lot.
    
    Lancereaver
    Usage-15
    Might-9
    Accuracy-75
    Critical-5
    Weight-9
    Skill Level-C
    Range-1
    Price-1800 G
    Other-Reverses the weapon triangle.
    
    This weapon reverses the weapon triangle, making it strong against Lance users
    and weak against Axe users. I hate it when enemies carry this because half the
    time, I don't notice and almost have people die from it.
    
    Light Brand
    Usage-25
    Might-9
    Accuracy-70
    Critical-0
    Weight-9
    Skill Level-C
    Range-1 to 2
    Price-1250 G
    Other-Attacks enemy's resistance. Damage from a distance is treated as Light
    Magic and is calculated by halving user's Strength (beware: round up in this
    case).
    
    This is the first distance sword attack. You can use this on those pesky
    shamans that try to hit you with Flux.
    
    Brave Sword
    Usage-30
    Might-9
    Accuracy-75
    Critical-0
    Weight-12
    Skill Level-B
    Range-1
    Price-3000 G
    Other-Doubles the number of strikes.
    
    This sword is your only B class sword obtainable through normal play. It's
    pretty good but I wish it had more uses. Oh well.
    
    Wind Sword
    Usage-40
    Might-9
    Accuracy-70
    Critical-0
    Weight-9
    Skill Level-B
    Range-1 to 2
    Price-Unknown
    Other-Attacks enemy's resistance. Damage from a distance is treated as Anima
    Magic and is calculated by halving user's Strength (beware: round up in this
    case). Effective against flying units.
    
    This weapon is available only through the Mario Kart: Double Dash bonus disk.
    It's identical to a Light Brand but with more uses, higher level and has an
    Anima Magic effect.
    
    Silver Sword
    Usage-20
    Might-13
    Accuracy-80
    Critical-0
    Weight-8
    Skill Level-A
    Range-1
    Price-1500 G
    
    I prefer this over the Silver Blade because this weighs so much less. It's
    still your decision though.
    
    Silver Blade
    Usage-15
    Might-14
    Accuracy-60
    Critical-0
    Weight-13
    Skill Level-A
    
    Range-1
    Price-1800 G
    
    This one is heavy and inaccurate. And it also only has 15 uses. Not the
    greatest in the world.
    
    Rune Sword
    Usage-15
    Might-12
    Accuracy-65
    Critical-0
    Weight-11
    Skill Level-A
    Range-1 to 2
    Price-3000 G
    Other-Attacks enemy's resistance. All attacks from this weapon are treated as
    Elder Magic and damage from a distance is calculated by halving user's Strength
    (beware: round up in this case). It also has a Nosferatu effect.
    
    It's better than the Silver Blade. Use it while you can.
    
    Regal Blade
    Usage-25
    Might-20
    Accuracy-85
    Critical-0
    Weight-9
    Skill Level-S
    Range-1
    Price-N/A
    
    This is dropped by the Lloyd morph in the final chapter. It's really light for
    a Blade and it's really powerful. If you're weird like me, get Hector to have
    an S class in Swords so he can pwn using this as well as Armads.
    
    Mani Katti
    Usage-45
    Might-8
    Accuracy-80
    Critical-20
    Weight-3
    Skill Level-Prf
    Range-1
    Price-N/A
    Other-Effective against armored and mounted units.
    
    You get this weapon for Lyn in the 2nd chapter and it's usable only by Lyn.
    It's an awesome weapon with 20 critical so it'll help you out a ton. You can
    break it in the first ten chapters and she'll have a new one when you get her
    in Eliwood or Hector mode. Mani is the Norse moon god, pursued eternally by
    the wolf Hati.
    
    Sol Katti
    Usage-30
    Might-12
    Accuracy-95
    Critical-25
    Weight-14
    Skill Level-Prf
    Range-1
    Price-N/A
    Other-Gives +5 to Magic Defense. Effective against Dragons.
    
    Athos gives this to you in the Final Chapter and Lyn is the only one who can
    use it. It's dreadfully heavy but pretty strong and really accurate.
    Unfortunately, Lyn probably won't be able to do much to the Dragon either way.
    Sol is the Norse sun goddess, pursued eternally by the wolf Skoll.
    
    Rapier
    Usage-40
    Might-7
    Accuracy-95
    Critical-10
    Weight-5
    Skill Level-Prf
    Range-1
    Price-6000 G
    Other-Effective against armored and mounted units.
    
    Eliwood starts out with one of these things and he's the only one who can use
    it. You can get more in the chapter where you get the Durandal in Eliwood mode
    only. It's pretty good but I like the Mani Katti better.
    
    Durandal
    Usage-20
    Might-17
    Accuracy-90
    Critical-0
    Weight-16
    Skill Level-Prf
    Range-1
    Price-N/A
    Other-Gives +5 to Strength. Effective against Dragons.
    
    Athos gives this to you in the Final Chapter and Eliwood is the only one who
    can use it. Like the other Divine General Weapons, it proves to be weaker than
    the S class weapons so it's really only good against the Dragon. Unfortunately
    once again, Eliwood probably won't do much to the Dragon either. In the Chanson
    d'Roland (Song of Roland), the Frankish commander Roland of Charlemagne's army
    (and also Charlemagne's nephew) wielded the legendary blade Durandal. He fell
    in battle and in order to prevent Durandal from falling into enemy hands, he
    tried to break it against a rock. Failing that, he cast it into a poisonous
    river, never to be seen again. The hero Roland in Fire Emblem went on to found
    Lycia after he defeated the Dragons in the Scouring.
    
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    7. Lances
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    Lances are lighter than Axes and stronger than swords. Lances beat Swords in
    the weapon triangle and gain 1 attack and 15 hit rate when facing Swords.
    Lances lose to Axes in the weapon triangle and lose 1 attack and 15 hit rate
    when facing Axes. I’m really not sure why Lances lose to Axes. I mean, you’d
    think that someone with this huge lance would beat a short-handled axe any day
    but no sir, the Axes win hands down. Anyway, the following classes use Lances:
    Knights, Cavaliers, Pegasus Knights, Wyvern Riders. Eliwood is the only unit
    
    that gains the ability to use Lances upon promotion.
    
    Iron Lance
    Usage-45
    Might-7
    Accuracy-80
    Critical-0
    Weight-8
    Skill Level-E
    Range-1
    Price-360 G
    
    It's as good as any other Iron weapon. What more can I say about it?
    
    Slim Lance
    Usage-30
    Might-4
    Accuracy-85
    Critical-5
    Weight-4
    Skill Level-E
    Range-1
    Price-450 G
    
    It's the Slim version of a Lance. Your Pegasus Knights will want to use this
    because of their low constitutions. It also gives a slight critical boost like
    the Slim Sword.
    
    Javelin
    Usage-20
    Might-6
    Accuracy-65
    Critical-0
    Weight-11
    Skill Level-E
    Range-1 to 2
    Price-400 G
    
    Javelins get the Annoying Weapon of the Year(tm) from me. They constantly leave
    enemies with little HP left and force you to attack them again. The only
    benefit you get is protection from mage ranged attacks but that's why you have
    the superior Hand Axes.
    
    Emblem Lance
    Usage-60
    Might-7
    Accuracy-80
    Critical-0
    Weight-8
    Skill Level-E
    Range-1
    Price-Unknown
    
    This weapon is available only through the Mario Kart: Double Dash bonus disk.
    It's exactly the same as an Iron Lance but has different usage.
    
    Poison Lance
    Usage-40
    Might-4
    Accuracy-65
    Critical-0
    Weight-8
    Skill Level-E
    Range-1
    Price-N/A
    Other-Target enemy becomes poisoned.
    
    This weapon can only be used by enemy units unless you use the trick referenced
    to in the commentary on the Spear.
    
    Steel Lance
    Usage-30
    Might-10
    Accuracy-70
    Critical-0
    Weight-13
    Skill Level-D
    Range-1
    Price-480 G
    
    Steel Lances function like any other Steel weapon as well. Use it when you must.
    
    Heavy Spear
    Usage-16
    Might-9
    Accuracy-70
    Critical-0
    Weight-14
    Skill Level-D
    Range-1
    Price-1200 G
    Other-Effective against armored units.
    
    I still prefer Hammers. Heavy Spear boss units if you want but do remember why
    Hammers are better.
    
    Horseslayer
    Usage-16
    Might-7
    Accuracy-70
    Critical-0
    Weight-13
    Skill Level-D
    Range-1
    Price-1040 G
    Other-Effective against mounted units.
    
    Halberds are better for the reason why Hammers are better. Use at your own
    discretion.
    
    Short Spear
    Usage-18
    Might-9
    Accuracy-60
    Critical-0
    Weight-12
    Skill Level-C
    Range-1 to 2
    Price-900 G
    
    They're upgraded Javelins. It's as simple as that.
    
    Killer Lance
    Usage-20
    Might-10
    Accuracy-70
    Critical-30
    Weight-9
    Skill Level-C
    Range-1
    Price-1200 G
    
    High critical rates are always good. There isn't a Lance-using class that gives
    inherent critical boosts though so the only way to get it higher is getting S
    class in Lances.
    
    Axereaver
    Usage-15
    Might-10
    Accuracy-70
    Critical-5
    Weight-11
    Skill Level-C
    Range-1
    Price-1950 G
    Other-Reverses weapon triangle.
    
    Axes are inaccurate enough as it is. Use this to make them even more inaccurate.
    
    Brave Lance
    Usage-30
    Might-10
    Accuracy-70
    Critical-0
    Weight-14
    Skill Level-B
    Range-1
    Price-7500 G
    Other-Doubles number of strikes.
    
    Low usage plagues it. It sells for more than other Brave weapons though for
    some reason.
    
    Spear
    Usage-15
    Might-12
    Accuracy-70
    Critical-5
    Weight-10
    Skill Level-B
    Range-1 to 2
    Price-9000 G
    
    It's accurate and powerful. Amazing! When you first meet Vaida, she carries a
    Spear that was enhanced by Nergal. If you're clever, you can manipulate your
    way into getting that Spear that gives +17 HP, +5 Strength, +4 Skill, +9 Speed,
    +4 Defense and +14 Resistance. Even more amazing! *hint* It has to do with the
    mine trick.
    
    Silver Lance
    Usage-20
    Might-14
    Accuracy-75
    Critical-0
    Weight-10
    Skill Level-A
    Range-1
    Price-1200 G
    
    It's more accurate and powerful than the Spear. Use it before you get better
    stuff.
    
    Rex Hasta
    Usage-25
    Might-21
    Accuracy-80
    Critical-0
    Weight-11
    Skill Level-S
    Range-1
    Price-N/A
    
    The Rex Hasta is dropped by the Darren morph in the Final Chapter. It's your
    most powerful Lance and third most powerful weapon in terms of power. In Latin,
    Rex Hasta means ‘King Spear.’
    
    --------------------------------------------------------------------------------
    8. Axes
    --------------------------------------------------------------------------------
    
    Axes are big and heavy and largely inaccurate. They are very powerful in
    comparison though, so watch out. Axes beat Lances in the weapon triangle and
    gain 1 attack and 15 hit rate when facing Lances. Axes lose to Swords in the
    weapon triangle and lose 1 attack and 15 hit rate when facing Swords. The
    following classes use Axes: Fighters, Brigands, Pirates. The following classes
    gain the ability to use axes upon promotion: Generals, Paladins, Heroes.
    
    Iron Axe
    Usage-45
    Might-8
    Accuracy-75
    Critical-0
    Weight-10
    Skill Level-E
    Range-1
    Price-270 G
    
    Iron Axes are actually the best of the Iron weapons. Because of their power,
    they're going to last you through the entire game almost assuredly. It's also
    one of the most accurate axes.
    
    Steel Axe
    Usage-30
    Might-11
    Accuracy-65
    Critical-0
    Weight-15
    Skill Level-E
    Range-1
    Price-360 G
    
    Oddly enough, Steel Axes are E rank weapons unlike their Sword and Lance
    counterparts. Your melee units with high skill may use this without worrying
    about the low accuracy, if you care about accuracy at all.
    
    Hand Axe
    Usage-20
    Might-7
    Accuracy-60
    Critical-0
    Weight-12
    Skill Level-E
    Range-1 to 2
    Price-300 G
    
    Hand Axes are really useful since they can attack at both up close and at a
    
    distance. They're also rank E so you'll be able to get them early on. It is one
    of only two ranged Axe weapons though.
    
    Emblem Axe
    Usage-60
    Might-8
    Accuracy-75
    Critical-0
    Weight-10
    Skill Level-E
    Range-1
    Price-Unknown
    
    This weapon is available only through the Mario Kart: Double Dash bonus disk.
    Like the Emblem Blade, it is identical to its Iron counterpart with the
    exception of usage.
    
    
    Devil Axe
    Usage-20
    Might-18
    Accuracy-55
    Critical-0
    Weight-18
    Skill Level-E
    Range-1
    Price-900 G
    
    Other-May injure user.
    
    {[(RN from 12 to 16) - User's Luck] * 2 / 255} * 100 = % chance of self-injury
    
    You know those warning labels you never read? This weapon is the epitome of
    ignored warning labels. If you really really really must use this weapon, only
    use it with units that have high luck and when you know your attack power isn't
    higher than your HP. On the other hand, it’s really funny when an enemy kills
    itself using this weapon.
    
    Poison Axe
    Usage-40
    Might-4
    Accuracy-60
    Critical-0
    Weight-10
    Skill Level-E
    Range-1
    Price-N/A
    Other-Target enemy becomes poisoned.
    
    This weapon can only be used by enemy units unless you use the trick referenced
    to in the commentary on the Spear.
    
    Hammer
    Usage-20
    Might-10
    Accuracy-55
    Critical-0
    
    Weight-15
    Skill Level-D
    Range-1
    Price-800 G
    Other-Effective against armored units.
    
    You're probably going to be using Hammers instead of Armorslayers when and if
    you do use them because most armored units are Lance users so you get the
    additional effect of weapon advantage.
    
    Halberd
    Usage-18
    Might-10
    Accuracy-60
    Critical-0
    Weight-15
    Skill Level-D
    Range-1
    Price-810 G
    Other-Effective against mounted units.
    
    See the description about Hammers and replace "Hammers" with "Halberds,"
    "Armorslayers" with "Longswords" and "armored" with "mounted."
    
    Dragon Axe
    Usage-40
    Might-10
    Accuracy-60
    Critical-0
    Weight-11
    Skill Level-C
    Range-1
    Price-6000 G
    Other-Effective against Dragons.
    
    This weapon is available only through the Mario Kart: Double Dash bonus disk.
    It is an excellent weapon, with high usage (40) and low weight (11). Its
    effectiveness against Dragons is also nice.
    
    Swordslayer
    Usage-20
    Might-11
    Accuracy-80
    Critical-5
    Weight-13
    Skill Level-C
    Range-1
    Price-2000 G
    Other-Reverses the weapon triangle. Effective against Sword users.
    
    This weapon and the Swordreaver are very similar but are different in small
    ways which make this weapon superior. The Swordslayer is effective against
    Sword users and it reverses the weapon triangle, giving it double power and
    weapon advantage when facing Swords. It also has a higher accuracy and usage
    than Swordreavers.
    
    Swordreaver
    Usage-15
    Might-11
    Accuracy-65
    Critical-5
    Weight-13
    Skill Level-C
    Range-1
    Price-2100 G
    Other-Reverses the weapon triangle.
    
    This weapon is completely inferior compared to Swordslayers. Use this only if
    you have no more Swordslayers to slay swords with.
    
    Killer Axe
    Usage-20
    Might-11
    Accuracy-65
    Critical-30
    Weight-11
    Skill Level-C
    Range-1
    Price-1000 G
    
    30 critical is great for your berserkers who get an automatic 15 extra critical
    and 5 from having S class in Axes. Don't be surprised if your critical is higher
    than your hit rate.
    
    Brave Axe
    Usage-30
    Might-10
    Accuracy-65
    Critical-0
    Weight-16
    Skill Level-B
    Range-1
    Price-2250 G
    Other-Doubles the number of strikes.
    
    This weapon carries the same faults as the other Brave weapons, namely low
    usage. It's also really heavy, but that shouldn't matter as much.
    
    Silver Axe
    Usage-20
    Might-15
    Accuracy-70
    Critical-0
    Weight-12
    Skill Level-A
    Range-1
    Price-1000 G
    
    The Silver Axe is a powerful weapon but it lacks usage. At least it has a
    pretty high accuracy.
    
    Tomahawk
    Usage-15
    Might-13
    Accuracy-65
    Critical-0
    Weight-14
    Skill Level-A
    Range-1 to 2
    Price-3000 G
    
    It's a good ranged weapon while it lasts, which doesn't happen to be very long.
    
    Basilikos
    Usage-30
    Might-22
    Accuracy-75
    Critical-0
    Weight-15
    Skill Level-S
    Range-1
    Price-N/A
    
    This is dropped by the Brendan morph in the Final Chapter and is the second
    most powerful weapon in the game (after Gespenst). It has awesome hit rate as
    well. Give it to a powerhouse unit like Dart or Hector and watch enemies die
    one by one in a gruesome fashion. Basilikos seems to be a Latin word derived
    from the same Greek word meaning ‘imperial.’
    
    Wolf Beil
    Usage-30
    Might-10
    Accuracy-75
    Critical-5
    Weight-10
    Skill Level-Prf
    Range-1
    Price-4500 G
    Other-Effective against armored and mounted units.
    
    Hector starts out with one of these things and he's the only one who can use
    it. You can get more in the chapter where you get the Armads in Hector mode
    only. It's much better than Eliwood's pansy Rapier.
    
    Armads
    Usage-25
    Might-18
    Accuracy-85
    Critical-0
    Weight-18
    
    Skill Level-Prf
    Range-1
    Price-N/A
    Other-Gives +5 to Defense. Effective against Dragons.
    
    Athos gives this to you in the Final Chapter and Hector is the only one who can
    use it. It's the most powerful of the Divine General Weapons that you get but
    that's not saying much. Use it against the Dragon and it'll do quite a bit.
    Durbans the Berserker was the original wielder of Armads. In the Chanson
    d'Roland, Durbans (Turpin) was an archbishop (of all things) of the French
    city, Rheims. Durbans of Fire Emblem continued roaming until settling down in
    the Western Isles to found a clan there.
    
    --------------------------------------------------------------------------------
    9. Bows
    --------------------------------------------------------------------------------
    
    Bows are a ranged-only type of weapon. With the exception of the Longbow, all
    Bows have a range of two. Bows are the only weapons that are not affected by the
    weapon or magic triangles but they always use the Effectiveness formula when
    attacking flying units. Archers and Nomads can use Bows before promotion and Lyn
    and Warriors gain the ability to use Bows upon promotion.
    
    Iron Bow
    Usage-45
    Might-6
    Accuracy-85
    Critical-0
    Weight-5
    Skill Level-E
    Range-2
    Price-540 G
    
    Iron Bows have a nasty habit of not being able to kill enemies in the later
    chapters but they'll serve you well in the beginning and in the long run.
    
    Emblem Bow
    Usage-60
    Might-6
    Accuracy-85
    Critical-0
    Weight-5
    Skill Level-E
    Range-2
    Price-Unknown
    
    This weapon is available only through the Mario Kart: Double Dash bonus disk.
    It is identical to an Iron Bow except for uses.
    
    Poison Bow
    Usage-40
    Might-4
    Accuracy-65
    Critical-0
    Weight-5
    Skill Level-E
    Range-2
    Price-N/A
    Other-Target enemy becomes poisoned.
    
    This weapon can only be used by enemy units unless you use the trick referenced
    to in the commentary on the Spear.
    
    Steel Bow
    Usage-30
    Might-9
    Accuracy-70
    Critical-0
    Weight-9
    Skill Level-D
    Range-2
    Price-720 G
    
    Steel Bows are the remedy to the Iron Bows' problem for a while. It's a nice
    boost in power with an equally nice drop in accuracy.
    
    Short Bow
    Usage-22
    Might-5
    Accuracy-85
    Critical-10
    Weight-3
    Skill Level-D
    Range-2
    Price-1760 G
    
    Short Bows provide a little critical boost for the gamblers out there who want
    the chance to kill something in one turn. They're good while they last, but they
    don't last long.
    
    Longbow
    Usage-20
    Might-5
    Accuracy-65
    Critical-0
    Weight-10
    Skill Level-D
    Range-2 to 3
    Price-2000 G
    
    I've never found Longbows very useful because of their low accuracy and power.
    I guess they're for attacking mages and units with ranged weapons without
    retaliation.
    
    Killer Bow
    Usage-20
    Might-9
    Accuracy-75
    Critical-30
    Weight-7
    Skill Level-C
    Range-2
    Price-1400 G
    
    Killer weapons are always nice. They kill stuff and let you see units' critical
    animations easily. Killer Bows are generic Killer weapons that kill. Hey, did
    you know that they kill?
    
    Brave Bow
    Usage-30
    Might-10
    Accuracy-70
    Critical-0
    Weight-12
    Skill Level-B
    Range-2
    Price-7500 G
    Other-Doubles number of strikes.
    
    It suffers from low usage just like the rest of the Brave series. *sigh*
    
    Silver Bow
    Usage-20
    Might-13
    Accuracy-75
    Critical-0
    Weight-6
    Skill Level-A
    Range-2
    Price-1600 G
    
    Unless you despise flying units, you're probably not going to waste a use of
    this on them.
    
    Rienfleche
    Usage-25
    Might-20
    Accuracy-80
    Critical-0
    Weight-7
    Skill Level-S
    Range-2
    Price-N/A
    
    This Bow is dropped by the Uhai morph in the Final Chapter. It's the best Bow
    and fourth most powerful weapon in the game. It's really light despite its
    power. Taking a bit of creative license with its real (French) meaning,
    Rienfleche could be Anti-Arrow. Maybe it’s because any enemy archer who engages
    someone with it would get completely owned?
    
    --------------------------------------------------------------------------------
    10. Ballista
    --------------------------------------------------------------------------------
    
    Ballistae are found on the map in some chapters. Only Archers and Snipers may
    ride them and they can move around on them as long as they want. Ballistae, like
    Bows, have tripled power when attacking flying units. They’re for long ranged
    attacks on unsuspecting enemies, unless of course you're the victim.
    
    Ballista
    Usage-5
    Might-8
    Accuracy-70
    Critical-0
    Weight-20
    Skill Level-Prf
    Range-3 to 10
    Price-N/A
    
    It's a weak Ballista. You'd use it to kill far off Wyvern Riders and Pegasus
    Knights.
    
    Iron Ballista
    Usage-5
    Might-13
    Accuracy-60
    Critical-0
    Weight-20
    Skill Level-Prf
    Range-3 to 15
    Price-N/A
    
    These have a longer range than regular Ballistae for longer distance Ballista
    action!
    
    Killer Ballista
    Usage-5
    Might-12
    Accuracy-65
    Critical-10
    Weight-20
    Skill Level-Prf
    Range-3 to 10
    Price-N/A
    
    Killer Ballistae give a small critical boost to the user so they can KILL!
    
    --------------------------------------------------------------------------------
    11. Staves
    --------------------------------------------------------------------------------
    
    Staves or Staffs are used for healing mostly, but they have other effects. Most
    staves are light-weight and don't affect the user's speed or evade at all. All
    promoted Magic users have the ability to use Staves, however only Clerics and
    Troubadours can use them before promotion.
    
    Heal
    Usage-30
    Accuracy-100
    Weight-2
    Skill Level-E
    Range-1
    Price-600 G
    Effect-Heals HP equal to 10 + User's Magic Power.
    
    Your basic recovery spell, you will be buying this a lot. There isn't much to
    say about it.
    
    Mend
    Usage-20
    Accuracy-100
    Weight-4
    Skill Level-D
    Range-1
    Price-1000 G
    Effect-Heals HP equal to 20 + User's Magic Power.
    
    A second level recovery spell, you won't use this as much as you will use Heal.
    
    Torch
    Usage-10
    Accuracy-100
    Weight-5
    Skill Level-D
    Range-1 to 1/2 User's Magic Power
    Price-1000 G
    Effect-Removes effect of fog of war in range. Range decreases by 1 every turn
    after casting.
    
    You won't need this unless you're out of torches/thieves... if you actually use
    torches/thieves to see.
    
    Unlock
    Usage-10
    Accuracy-100
    Weight-7
    Skill Level-D
    Range-1 to 2
    Price-1500 G
    Effect-Opens doors within range.
    
    You won't need this unless you're out of Door Keys/Lockpicks/thieves.
    
    Recover
    Usage-15
    Accuracy-100
    Weight-6
    Skill Level-C
    Range-1
    Price-2250 G
    Effect-Heals HP equal to target ally's max HP. Targets all allies in squares
    adjacent to the user.
    
    This spell is a huge waste unless the target ally is going to die and he has so
    much HP that the other spells won't heal him close enough to full.
    
    Restore
    Usage-10
    Accuracy-100
    Weight-4
    Skill Level-C
    Range-1
    Price-2000 G
    Effect-Restores target ally’s status to normal.
    
    No real point unless the unit is going to die from poison or you are going to
    die from berserk.
    
    Barrier
    Usage-15
    Accuracy-100
    Weight-4
    Skill Level-C
    Range-1
    Price-2250 G
    Effect-Increases target ally's Resistance by 7 points. Effect decreases by 1
    every turn after casting.
    
    You won't need this unless you're out of Pure Water.
    
    Hammerne
    Usage-3
    Accuracy-100
    Weight-7
    Skill Level-C
    Range-1
    Price-1800 G
    Effect-Restores the usage of the target ally's equipped weapon to maximum.
    
    A very nice spell, too bad you can't get more than one. Then you could make
    them fix each other and have infinite repairing powers.
    
    Physic
    Usage-15
    Accuracy-100
    Weight-5
    Skill Level-B
    Range-1 to 1/2 User's Magic Power
    Price-3750 G
    Effect-Heals HP equal to 10 + User's Magic Power.
    
    This spell WILL save your life at least once. When you get to a secret shop that
    sells them, go crazy and buy like 30.
    
    Rescue
    Usage-3
    Accuracy-100
    Weight-6
    Skill Level-B
    Range-1 to 1/2 User's Magic Power
    Price-1800 G
    Effect-Transports target ally in range to space adjacent to user.
    
    I've never used it but looking back, maybe I should have...
    
    Sleep
    Usage-3
    Accuracy-65
    Weight-8
    Skill Level-B
    Range-1 to 1/2 User's Magic Power
    Price-1500 G
    Effect-Target enemy falls asleep.
    
    I would hope you know what this does.
    
    Silence
    Usage-3
    Accuracy-70
    Weight-7
    Skill Level-B
    Range-1 to 1/2 User's Magic Power
    Price-1200 G
    Effect-Target enemy becomes silenced.
    
    The target enemy cannot cast Anima, Light, Elder or Stave Magic.
    
    Berserk
    Usage-3
    Accuracy-60
    Weight-8
    Skill Level-B
    Range-1 to 1/2 User's Magic Power
    Price-1800 G
    Effect-Target enemy becomes berserk.
    
    The target enemy will attack the nearest unit uncontrollably. In the case of
    thieves, they will steal from the nearest steal-worthy unit uncontrollably if
    any.
    
    Fortify
    Usage-8
    Accuracy-100
    Weight-7
    Skill Level-A
    Range-1/2 User's Magic Power
    Price-8000 G
    Effect-Heals HP equal to 10 + User's Magic Power to all allies in range.
    
    This Stave is the only reason you would ever want to get Renault.
    
    Warp
    Usage-5
    Accuracy-100
    Weight-5
    Skill Level-A
    Range-1
    Price-7500 G
    Effect-Transports target ally to any inhabitable space on the map.
    
    This is the only way to reach the final secret shop.
    
    --------------------------------------------------------------------------------
    12. Anima
    --------------------------------------------------------------------------------
    
    Anima Magic is your generic "poof! You die" kind of magic. Don't let that put
    you off though, since it has a variety of spells that capitalize on low
    resistance to destroy enemies. Anima Magic beats Light Magic in the magic
    triangle and gains 1 attack and 15 hit rate when facing Light Magic. Anima
    Magic loses to Elder Magic in the magic triangle and loses 1 attack and 15 hit
    rate when facing Elder Magic. Erk is your first Anima Magic user and will kick
    honkie-bum all around for most of the game. Priscilla will gain the ability to
    use Anima Magic upon promotion and she will own alongside Erk for most of the
    rest of the game. Pent, a Mage General of Etruria, will join you about halfway.
    As a pre-promoted unit, he's a failure because he doesn't suck like the rest of
    them, which is a good thing for you. Nino, your last Anima Magic user (besides
    Athos, who doesn't really count), is definitely and defiantly the best of all
    Of them, if you have the patience to train her from Level 5 at such a late point
    in the game.
    
    Fire
    Usage-40
    Might-5
    Accuracy-90
    Critical-0
    Weight-4
    Skill Level-E
    Range-1 to 2
    Price-560 G
    
    Fire is going to be the backbone of your Mages for a good chunk of the game.
    It's dependable (90 accuracy) and will help you out on those high defense
    enemies.
    
    Thunder
    Usage-35
    Might-8
    Accuracy-80
    Critical-5
    Weight-6
    Skill Level-D
    Range-1 to 2
    Price-700 G
    
    Thunder is also a dependable backbone spell. If you hate leaving an enemy with
    4 or 5 HP after hitting it with Fire, this is your solution. It's still a
    light-weight book and the 5 critical is a nice bonus to have every once in a
    while.
    
    Elfire
    Usage-30
    Might-10
    Accuracy-85
    Critical-0
    Weight-10
    Skill Level-C
    Range-1 to 2
    Price-1200 G
    
    If you have the money to burn, Elfire will become your favorite spell. High
    power (10) and high accuracy (85) will outshine the Steel weapons your melee
    units use so stock up while you can.
    
    Bolting
    Usage-5
    Might-12
    Accuracy-60
    Critical-0
    Weight-20
    Skill Level-B
    Range-3 to 10
    Price-2500 G
    
    Not the most useful spell in the world, you only get 2 Bolting books in the
    game. They're basically the mage's reply to the archer's ballista: heavy, slow
    and powerful. You'd still be surprised how often you curse yourself when an
    enemy zaps you with it and you die so watch out.
    
    Fimbulvetr
    Usage-20
    Might-13
    Accuracy-80
    Critical-0
    Weight-12
    Skill Level-A
    Range-1 to 2
    Price-6000 G
    
    You get this spell very late in the game so it may not be useful to you. On the
    other hand, it has a very high accuracy for something of its power so use it
    well, but it's still up to you. It's a bit heavy though. Fimbulvetr is the
    legendary ‘uber-winter’ in Norse mythology that will precede Ragnarok.
    
    Excalibur
    Usage-25
    Might-18
    Accuracy-90
    Critical-10
    Weight-13
    Skill Level-S
    Range-1 to 2
    Price-N/A
    
    This spell book is dropped by the Ursula morph in the final chapter. Obviously,
    it's the best spell book in the game, having excellent ratings in every
    category but weight, further accentuated by the extra critical and hit rate
    given by the S class in Anima. In the Japanese version, its name was
    ‘Gigascalibur’, which sort of explains why it’s an Anima book instead of a
    sword.
    
    Forblaze
    Usage-20
    Might-14
    Accuracy-85
    Critical-5
    Weight-11
    Skill Level-Prf
    Range-1 to 2
    Price-N/A
    Other-Gives +5 to Luck. Effective against Dragons.
    
    
    This spell book comes with Athos in the final chapter and is usable only by
    Athos. It's not that great, even though it's a Divine General Weapon. The only
    good part about it is that it'll probably be one of the only things capable of
    damaging the Dragon. Oh well, what can you do? Anyway, Athos was one of the 8
    Divine Generals during the Scouring War and Forblaze was his weapon. Athos was
    also one of the Three Musketeers, but that's another story (ironically called
    the Three Musketeers). Athos was also a Gigant in Greek mythology, a race of
    giants. Neither of those seems too likely to be the source of his name though.
    After the Scouring, Athos of Fire Emblem went to explore the world, ending up
    in Nabata and meeting Nergal... (DUN DUN DUN...)
    
    --------------------------------------------------------------------------------
    13. Light
    --------------------------------------------------------------------------------
    
    Light Magic is a high accuracy, low attack power magic. It also has a trend of
    ever-increasing critical hit rates. Light Magic also suffers from being
    abnormally heavy, heavier than Anima Magic yet still weak in power. Light Magic
    beats Elder Magic in the magic triangle and gains 1 attack and 15 hit rate when
    facing Elder Magic. Light Magic loses to Anima Magic in the magic triangle and
    loses 1 attack and 15 hit rate when facing Anima Magic. For the first big chunk
    of the game, Lucius will be your only Light Magic user. Serra will gain the
    ability to use Light Magic upon promotion (which may take a while, depending on
    whether or not you abuse arenas). Renault is your last Light Magic user but you
    only get him in the second to last chapter so he's really just pointless and
    crappy.
    
    Lightning
    Usage-35
    Might-4
    Accuracy-95
    Critical-5
    Weight-6
    Skill Level-E
    Range-1 to 2
    Price-630 G
    
    Lightning is your secret weapon against all of those Shamans the Black Fang
    throws at you. You will definitely be buying a lot of Lightning because of the
    low usage and high speed of Light Magic users.
    
    Shine
    Usage-30
    Might-6
    Accuracy-90
    Critical-8
    Weight-8
    Skill Level-D
    Range-1 to 2
    Price-900 G
    
    Shine is definitely used much less than its Anima Magic equivalent, Thunder,
    because it really doesn't show much improvement over the original. Also, it's
    much less common in shops and when it is available, most people are too lazy to
    spend money on it.
    
    Divine
    Usage-25
    Might-8
    Accuracy-85
    Critical-10
    Weight-12
    Skill Level-C
    Range-1 to 2
    Price-2500 G
    
    Once again, Divine fails to show much improvement over its predecessor and is
    available only in one shop near the end of the game at a high price (although
    arena-abusers shouldn't have a problem with money). If you like Light Magic
    users and you're still using them, you may buy a few copies of this but
    otherwise, it's not worth your time.
    
    Purge
    Usage-5
    Might-10
    Accuracy-75
    Critical-5
    Weight-20
    Skill Level-B
    Range-3 to 10
    Price-3000 G
    
    Long range magic has never been to my liking. I hate it because you loose a ton
    of speed and accuracy from using it. Purge is no different and you'll hardly
    ever use it because there's only one obtainable copy in the game that only drops
    if you kill a certain boss fast enough in hard mode.
    
    Aura
    Usage-20
    Might-12
    Accuracy-85
    Critical-15
    Weight-15
    Skill Level-A
    Range-1 to 2
    Price-8000 G
    
    You're not going to get much use out of this before you get Luce (although more
    use than you did for Fimbulvetr). Also, like Fimbulvetr, it fails to impress.
    Use it if you like. It doesn't really matter.
    
    Luce
    Usage-25
    Might-16
    Accuracy-95
    Critical-25
    Weight-16
    Skill Level-S
    Range-1 to 2
    Price-N/A
    
    Dropped by the Kenneth morph in the final chapter, Luce is the best Light Magic
    spell in the game. 25 Critical will get you far and 95 hit rate will ensure a
    hit for this awesome spell. There isn't much else to say about it. Don't drop
    it. Luce means ‘Light’ in Latin.
    
    Aureola
    Usage-20
    Might-15
    Accuracy-90
    Critical-5
    Weight-14
    Skill Level-S
    Range-1 to 2
    Price-N/A
    
    Other-Gives +5 to Magic Defense. Effective against Dragons.
    
    This spell book also comes with Athos when he joins you in the final chapter
    and also has a lack luster performance. It is inferior to Luce but it will help
    you against the Dragon like the other Divine General Weapons. Also note that it
    is S-level instead of Prf. That means you can get Lucius or Serra to use it if
    you want. Aureola was wielded by the priest St. Elimine during the Scouring. St.
    Elimine went on to found Etruria and the Elimine Church after defeating the
    dragons.
    
    --------------------------------------------------------------------------------
    14. Elder
    --------------------------------------------------------------------------------
    
    Elder or Dark Magic is my personal favorite and has high attack and lower
    accuracy. Most of them have an "other" effect and cool names. Elder Magic is
    heavier than Light Magic. Elder Magic beats Anima Magic in the magic triangle
    and gains 1 attack and 15 hit rate when facing Anima Magic. Elder Magic loses
    to Light Magic in the magic triangle and loses 1 attack and 15 hit rate when
    facing Light Magic. Canas will be your only Elder Magic user but he will kick
    so much honkie-bum that he'll even be better than the Elder Magic users in Fire
    Emblem 6: Sealed Sword.
    
    Flux
    Usage-45
    Might-7
    Accuracy-80
    Critical-0
    Weight-8
    Skill Level-D
    Range-1 to 2
    Price-900 G
    
    You will be buying Flux clear until the end of the game or until you stop using
    Canas. That's a fact. This is because Flux is the only Elder Magic tome you can
    buy; all others are found. This isn't a bad thing however since Canas's high
    magic power will be able to destroy enemies with this tome easily. Fire Emblem
    fanfiction writers like to use Flux as an Elibean curse word.
    
    Luna
    Usage-35
    Might-0
    Accuracy-95
    Critical-20
    Weight-12
    Skill Level-C
    Range-1 to 2
    Price-5250 G
    Other-Does damage equal to user's Magic Power.
    
    You can only get 3 copies of this most kick-donkey spell. It's awesome because
    it will do a ton of damage because of Canas's high Magic Power, have a high hit
    rate because of its accuracy (95) and possibly critical because of its critical
    rate (20). These tomes are friggin’ amazing. Luna is a pretty obvious reference
    to the moon and the moon goddess in Roman myth.
    
    Nosferatu
    Usage-20
    Might-10
    Accuracy-70
    Critical-0
    Weight-14
    Skill Level-C
    Range-1 to 2
    Price-3200 G
    Other-Heals HP equal to damage done.
    
    You can only get 3 copies of this spell as well. If for some reason Canas is
    low on HP and there is no healer nearby, he can use this to sap some of the
    enemy's HP. As a side note, Nosferatu is a Romanian word for vampire.
    
    Eclipse
    Usage-5
    Might-N/A
    Accuracy-30
    Critical-0
    Weight-12
    Skill Level-B
    Range-3 to 10
    Price-4000 G
    
    Other-Does damage equal to 1/2 target enemy's HP.
    
    Eclipse is the only long range magic spell that I like. I would use all five
    charges on the Dragon in the final chapter to try to spite it, but that's just
    me. My only problem is that it has NEVER hit for me as of yet. Oh well, I can
    always keep trying. In Fire Emblem 6: Sealed Sword, Eclipse reduces the target
    enemy's HP to 1. Mwahaha.
    
    Fenrir
    Usage-20
    Might-15
    Accuracy-70
    Critical-0
    Weight-18
    Skill Level-A
    Range-1 to 2
    Price-9000 G
    
    Like the other A Level magicks, it fails to impress, less so than the others
    though. This may just be my preference for the Elder Magic talking. Anyway, it's
    just a run of the mill spell. Fenrir was the Wolf God, son of Loki, who will
    appear during Ragnarok (a.k.a. the end of the world) to help his father to wreak
    havoc upon Midgard (the Middle Earth) and Asgard (the Upper or Divine Earth).
    
    Gespenst
    Usage-25
    Might-23
    Accuracy-80
    Critical-0
    Weight-20
    Skill Level-S
    Range-1 to 2
    Price-N/A
    
    Gespenst is dropped by a generic Druid morph in the final chapter. It has the
    highest attack power AND highest weight of any weapon in the entire game. It is
    arguably the best weapon in the game. Gespenst is German for ghost.
    
    Ereshkigal
    Usage-Infinite
    Might-20
    Accuracy-95
    Critical-0
    Weight-12
    Skill Level-Prf
    Range-1 to 2
    Price-N/A
    
    Erishkigal is Nergal's weapon and can only be used by Nergal. However, if you
    use cheats, the Prf Skill Level applies to everyone and all of your units are
    capable of using Erishkigal. Disclaimer: This website and I are not responsible
    for any damage caused to your game because of using Action Replay codes. Anyway,
    in Sumerian myth, Erishkigal was a sky goddess who was captured by the king of
    the underworld to become his bride (sounds like Persephone and Hades, doesn't
    it?). Nergal (of Sumerian myth) also went to the underworld and threatened to
    destroy Erishkigal's reign if she did not accept his hand in marriage.
    
    --------------------------------------------------------------------------------
    15. Other
    --------------------------------------------------------------------------------
    
    This section is for other weapons and stuff that don't fit in other sections.
    
    Flametongue
    Usage-Infinite
    Might-N/A
    Accuracy-N/A
    Critical-N/A
    Weight-N/A
    Skill Level-N/A
    Range-1 to 3
    Price-N/A
    Other-Deals 37 points of damage regardless of anything. Gives +10 Strength, +10
    Skill, +20 Defense and +10 Resistance.
    
    The Dragon uses this weapon. I don't know what happens if you cheat to get this
    weapon and I'm not going to be the first to try.
    
    --------------------------------------------------------------------------------
    16. Contact the Author
    --------------------------------------------------------------------------------
    
    Drop me an e-mail at axemtitanium@gmail.com and be in awe of its Gmailness. As
    I said, comments, criticism and flames are all welcome. Criticism especially.
    
    --------------------------------------------------------------------------------
    17. Credits and Closing
    --------------------------------------------------------------------------------
    
    Here are a few people I'd like to thank for making this FAQ possible.
    
    CJayC - For making GameFAQs
    Intelligent Systems - For making Fire Emblem and actually releasing it in the US
    this time (damn bastards)
    Wikipedia - For being an invaluable resource on everything
    Karn - For pestering me to do this
    Grondring - For being my eyes, ears, guinea pig and good friend. All bow down to
    his uberness since he found almost all of the individual weapon formulas. He is
    your God and don’t forget it.
    Martijn van Steenbergen - For the tidbit about Rex Hasta and subsequently
    inspiring me to go find a couple more mythology references.
    Tristan Blazquez - A tip on Rienfleche.
    
    
    Well, thanks for reading. Hope to hear from you!