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
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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.’

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8. Axes
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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 [email protected] 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!