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FE7 Weapons Guide PDF Print E-mail
Written by CO Raptor   
Tuesday, 05 August 2008 22:59

Weapon Descriptions;
Written by CO_Raptor
-- Do not use without asking permission!


===
Swords
===

--- Regular Swords

Iron Sword
The Iron Sword has low weight, a low weapon level, good accuracy and most
importantly, a lot of uses for a low
price. All this should make the Iron Sword the primary sword for your sword
users for most of the game. Its only
downfall is its low might, but it will do the trick in all but the last couple
of chapters.

Slim Sword
The Slim Sword might have excellent accuracy, very low weight and give a small
crit boost as well, but this
doesn't make up for its pitiful might. Using it will make you see "NO DAMAGE!"
more than you'll like. Thieves and frail sword-users with decent strength, like
a promoted Florina, could make
some use of the Slim Sword, as it does give a nice boost to avoid, but you
should give your other characters
something stronger.

Steel Sword
While the Iron Sword will usually be a better choice, the Steel Sword is at
least more useful than the Slim
Sword. The 3 extra points of might the Steel Sword offers can really boost the
damage done, especially when
given to weaker characters like Guy. Still, the Steel Sword is heavy, and will
weight down most sword users,
lowering both their attack speed and avoid, so keep a backup weapon ready for
when you need that extra avoid
or second attack.

Silver Sword
Like all Silver weapons the Silver Sword has good statistics all around: good
might, solid accuracy and a fair
weight, making it a good weapon in the final stages of the game. Its downfalls
are obviously its high price, high
weapon level and limited uses, but in the final stages of the game, that
shouldn't really matter anyway.

Iron Blade
Heavier and less accurate than even the Steel Sword while also having lower
might, the Iron Blade is just plain
bad. There's only one reason to use any of the Blades, and that's the fact they
raise your sword levels faster than
the other swords. Otherwise steer clear of them.

Steel Blade
Heavier and less accurate than the Iron Blade with a little more might, the
Steel Blade is even worse than the
Iron Blade. There's really no reason to use this one.

Silver Blade
Heavy, not accurate, a bit more might than the Steel Blade... The Silver Blade
has just 1 more might than the
Silver Sword, which beats this one in all other stats but uses. By a lot. Like
the Steel Blade, just don't use it.

Emblem Blade
Bonus disc exclusive - Don't let its name fool you into thinking this weapon is
powerful and heavy, because the
Emblem Blade is just an Iron Sword with 60 uses. Still, it's a free gift, and
Iron Swords aren't too bad anyway, so
go ahead and give it to someone.

--- Special Swords

Killing Edge
Its light weight and nice might would have made the Killing Edge a fine weapon
on its own, but the 30 points of
crit it gives turn it into of the best weapons in the game. It may only have 20
uses, but because it will give you at
least a couple of critical hits it lasts you longer than you'd expect,
especially when given to swordmasters. This
may very well be the best sword to give to your units even in the final
chapters, so stock up on these whenever
you get the chance.

Wo Dao
Basically a Killing Edge with 5 more crit and 1 less might. This weapon is only
useable by Myrmidons,
Swordmasters and Lyn, and lets them critical like mad. It's rare, but it's a
nice weapon you get by recruiting
Karel and/or Karla.

Brave Sword
Heavy, but good. Brave Weapons double each of your attacks, so you can attack
up to four times in one battle
with them. Four hits will kill pretty much everyone, although they'll drain the
Brave Sword's 30 uses rather fast
as well. Another rare weapon, as you can only get one by recruiting Harken.

Regal Blade
Like all S rank physical weapons, the Regal Blade has extreme might with solid
stats in everything else as well.
It's a very good weapon, but unfortunately pretty much useless because you only
receive it in the final chapter.
Best saved to increase your funds rating. Feel free to use its power in a Link
Arena team though.

Armour Slayer
Well, the Armour Slayer just isn't very useful. Its stats aren't too special
and while its armour cutting ability
might be useful, most of the Knights/Generals carry lances, so you'd just end
up at a weapon triangle
disadvantage. There are far better choices available.

Wyrmslayer
The Wyrmslayer is in the same situation as the Armour Slayer. Its stats are
nothing special either, and while
you'll encounter quite a lot of Wyvern Knights/Wyvern Lords after about halfway
through the game, most of
them will stick to lances as well. Rendering this weapon pretty much useless
too.

Longsword
While the longsword isn't too bad, it's just not very useful either. Although
you'll meet quite a lot of Cavaliers
throughout the game, about half of them will carry lances. Besides, most of the
cavaliers you'll encounter will
have pretty bad stats, and are easily killed with most other weapons anyway.

Lancereaver
Unlike the other three "low class special swords" the Lancereaver is actually
pretty good. Its stats are well
balanced, and its skill makes this a good backup weapon for your swordfighters:
as soon as you see a bunch of
lance-users in the way, just switch to this weapon and watch them fall.

Poison Sword
Enemy only - The Poison Sword is a weak weapon only available to enemy units
under normal circumstances.
Even its poison effect shouldn't really bother you, as the damage it causes is
usually insignificant. In fact, the
poison status can actually give you an opportunity for some easy, free
experience for your healers.

--- Magic Swords

Light Brand
The Light Brand has a good might, okay accuracy and is only slightly on the
heavy side. But none of this really
matters, because the Light Brand's main use is to attack with from a distance.
Attacking from a distance with it
will usually give you a lower attack rating - (Strength/2) + Weapon Might -
than from up close, but the attack
will count as a magic attack and take resistance into account instead of
defense, usually dealing more damage to
units like Knights and Generals. And often keeping you out of their reach as
well. The Light Brand isn't a
necessity, but can make things easier for you if used correctly.

Rune Sword
The Rune Sword is heavier and more powerful than the Light Brand, and follows
the same rules for determining
damage. It also acts like the spell Nosferatu, so you regain health equal to
the damage you cause. This effect may
be pretty nice, but because you can only get one late in Hector's tale, it's
not too useful in the end. Another thing
to note about the Rune Sword is the fact it can't critical.

Wind Sword
Bonus disc exclusive - Well, for a free item this one is really nice. It's
basically a Light Brand with 40 uses and it
deals super effective damage to all flying units as well. Its B weapon level
may be kind off high for the
beginning of the game, but you should probably use it once you can as the Wind
Sword has no other drawbacks.

--- Character-only Swords

Mani Katti
Lyn only - Accurate, light, lots of uses, effective against cavalry and
armoured units and with good power and a
nice crit boost, the Mani Katti really is a great weapon for Lyn. Abuse it as
much as you want in Lyn's tale,
because it'll be completely restored once you get her back in Eliwood or
Hector's tale. Quite possibly one of the
best weapons in the game, and a real boss killer.

Sol Katti
Lyn only - The Sol Katti is more accurate and powerful than the Mani Katti and
also has a slightly higher crit
boost. It is a lot heavier though, bringing Lyn's speed and dodging down a lot,
unless you used both your body
rings on her. The Sol Katti also boosts Lyn's resistance by 5, but that doesn't
really make much of a difference.
It's effective against Wyverns and the final boss, but the Mani Katti is
probably the superior weapon for all other
opponents.

Rapier
Eliwood only - Very accurate, light, nice power, a small crit boost, effective
against cavalry and armoured units
and with a good number of uses, the Rapier is pretty much Eliwood's Mani Katti.
The Mani Katti may be
superior in most aspects, but the Rapier still gets the job done quite nicely.
A good boss killer as well.

Durandal
Eliwood only - Eliwood's legendary weapon is obviously very powerful with its
might of 17 and the 5 points it
adds to strength. Unfortunately, this power comes at quite a cost: it weights a
ton. Eliwood's regular constitution
as a Knight Lord is only 9, so Durandal's weight of 16 will seriously slow him
down. It's probably best to use
Durandal on Nergal and the final boss because it's effective against them, and
only if you've got a good Eliwood,
because getting double attacked by either of them could prove highly damaging,
and possibly result in a game
over. For other enemies, just stick to the lighter weapons, as they should be
strong enough already.

===
Axes
===

--- Regular Axes

Iron Axe
The Iron Axe has enough power to do some nice damage, but is still light enough
to be used without penalties by
nearly all axe-users. Combined with a fair accuracy rating, the Iron Axe is a
good weapon, especially since most
of your enemies with physical weapons will wield lances after about halfway
through the game. The best thing
about the Iron Axe is its price though: it's by far the cheapest buyable
weapon. This makes axe users a good
choice when you're trying for a higher funds rating as well.

Steel Axe
The Steel Axe may be a bit more powerful than the Iron Axe, but that just
doesn't make up for its huge weight
increase and low accuracy. Just skip this one.

Silver Axe
Being quite powerful, but not too heavy or inaccurate, the Silver Axe is a
strong weapon indeed. Although the
Iron Axe will usually be sufficient, the Silver Axe is a bit more reliable for
taking out stronger enemies fast, so
use it if you like.

Emblem Axe
Bonus disc exclusive - Once again, the Emblem weapon has the same statistics as
an Iron Axe, but with 60 uses.
Just a nice free gift again.

--- Throwing Axes

Hand Axe
The Hand Axe is slightly weaker and heavier than the Iron Axe, fairly low on
uses and quite a bit less accurate as
well. However, because you can use it both up close and from a distance and buy
it relatively easily, it's still a
very useful weapon. Giving one of these to each of your axe-users is probably a
good idea.

Tomahawk
The Tomahawk is a lot more powerful than the Hand Axe and slightly more
accurate, but it's also heavy. It's a
better throwing axe than the Hand Axe, but you'll only get one. Give it to your
most powerful axe user to further
increase his ranged power.

--- Special Axes

Hammer
The Hammer is a semi-useful weapon in the earlier parts of the game, when your
axe-users are not yet as
powerful as they'll be in the end, because it will help you get rid of those
Knight bosses more easily. Still, there's
plenty of better alternatives, like magic or Hector's Wolf Beil or even
Eliwood's Rapier or Lyn's Mani Katti,
especially when you take into account the Hammer's bad accuracy rating.

Halberd
The Halberd is pretty much like the Longsword. It's not bad, but it's not too
useful either. About half of the
cavaliers you'll encounter will carry swords, and the rest will fall easily
enough to normal axes. The Halberd is
pretty inaccurate too, so don't give it to someone with low skill.

Swordreaver
Like all the weapon triangle reversing weapons, the Swordreaver is a good
backup weapon for your axe-users.
Like most axes, it's powerful, a bit on the heavy side, and slightly
inaccurate, but it still works good enough on
sword users. Nothing too bad about this one.

Swordslayer
The Swordslayer is almost the same as the Swordreaver except it's got five more
uses and it's a lot more
accurate. In fact, the only axe more accurate than this one is Armads, and
that's a legendary weapon. It's a better
weapon than the Swordreaver, but you can only obtain one. The Swordslayer is
one of the better weapons to use
in Link Arena.

Killer Axe
Like all Killing weapons, the Killer Axe is a bit more powerful and heavier
than the Iron version and it gives a
boost of 30 points to your crit rate, making it a very good weapon as well. As
with all Killer weapons, stock up
on a couple of these when you get the chance.

Brave Axe
Like other Brave weapons, the Brave Axe is also very heavy, but very powerful
because of its double-attack
ability. Using the Brave Axe will normally lower your speed and avoid, so with
their relatively low speed axe
users may not get 4X attacks as often as other Brave weapon users, but it
should still do great against most
normal enemies.

Devil Axe
The Devil Axe may be really strong, but it also has bad accuracy and an
enormous weight. And it also has a
chance to attack your own units instead of the enemy. Which can prove quite
lethal at times. This makes the
Devil Axe look like one of the worst weapons in the game, and it probably is
too. However, the Devil Axe has
one good trait: it raises axe skill levels like nothing else. Just a few swings
can up your skill level already,
making it a good weapon if you want to have Generals or Heroes with an S in
axes. Just be careful about giving
it to
characters with bad luck and you can still make some good use of this one.

Basilikos
Basilikos is a nice weapon, like the S rank weapons usually are. It's by far
the most powerful axe in the game,
while having a reasonable weight and accuracy for an axe. However, because you
only get it in the final chapter,
its use is rather limited during the campaign. It makes a great Link Arena
weapon though.

Dragon Axe
Bonus disc exclusive - Again a free gift and a pretty nice one too. The Dragon
Axe is like a Wyrmslayer sword,
except this one is actually useful, because axes beat lances. It's got fair
power and weight, and while its accuracy
isn't too good, the fact it will usually give you a weapon triangle advantage
should negate that.

Poison Axe
Enemy only - Like all poison weapons, the Poison Axe is pretty weak and nothing
to really worry about. Of
course, it will still inflict some good damage if it DOES connect because it's
still an axe, so don't get too careless
around these either.

--- Character-only Axes

Wolf Beil
Hector only - Hector's personal weapon is pretty much equal to Eliwood and
Lyn's in terms of power and
usefulness, meaning it's well balanced and an excellent boss killer. Because
axes beat lances, the Wolf Beil will
often be the best choice for taking out enemy armours. However, the Wolf Beil
has somewhat limited uses
compared to the other two personal weapons, so try your best not to abuse its
power on weaker enemies.

Armads
Hector only - The legendary axe Armads is a powerful weapon as well. It's power
and weight are the same as the
Devils Axe's, so both are high, but unlike the Devils Axe Armads is still a
good weapon. It has the best accuracy
of all axes, and the +5 it gives to defense actually make Hector nearly
impervious to most physical attacks. It's
effective against the final boss, and in the hands of a decent to good Hector,
it'll do a lot of damage to it.

===
Lances
===

--- Regular Lances

Iron Lance
Like all other Iron weapons, the Iron Lance also has a nice combination of
might, weight, accuracy, uses and
cost for its weapon type. The Iron Lance should therefore be the primary weapon
for your lance users throughout
the game. The only people who would suffer from an Iron Lance would be low
leveled Peg Knights, especially
Florina. However, as soon as they gain a bit of extra speed, which shouldn't
take too long, even they will be able
to use Iron Lances effectively.

Steel Lance
The Steel Lance once again boasts higher might and weight, lower accuracy and
less uses for a higher price.
While the Steel Lance will probably work good enough on your more robust
fighters, like Oswin and Wallace,
the Iron Lance will usually be a better choice, as it should do enough damage
while having better stats in the
other categories. It's best not to buy these, but you can give the ones you
receive for free to your units.

Slim Lance
Slim Lances are weak, and only somewhat useful on Pegasus Knights. Their very
low weight means not even
Florina gets weighted down by one, and the additional avoid they grant can just
help them survive. Still, with
their relatively low starting strength, this weapon will limit the damage they
deal even more. However, because
enemy magic users usually have low defense, even this weapon can still deal a
nice bit of damage against them.
In short, Slim Lances are somewhat useful for when your Peg Knights are still a
bit weak, but I'd switch to Iron
Lances as soon as their stats start increasing.

Silver Lance
Your regular Silver weapon has good might, fine accuracy and an above average,
but still acceptable weight. The
Silver Lance is no exception, and it's a fine endgame weapon like most other
Silver weapons as well. No
necessity, but good nonetheless.

Emblem Lance
Bonus disc exclusive - Again, the Emblem Lance is just an Iron Lance with 60
uses. And it's free, so use at will.

--- Throwing Spears

Javelin
Comparable to the Hand Axe, the Javelin is heavier and less accurate than most
lances, and not too powerful
either. Still, its ability to attack at both short and long range make it a
useful weapon that it a good secondary
weapon for most of your lance-users. The Javelin really shines on Pegasus
Knights/FalcoKnights on magekilling
missions though, as they'll be able to counter their magic from both ranges
without dying because they have
above-average resistance.

Short Spear
Although a fair bit more powerful than the Javelin, the Short Spear is also
heavier and even less accurate.
Probably best used on Oswin or Wallace who won't be slowed down by it too much,
although it usually won't be
much better than the Javelin anyway.

Spear
More poweful than the Short Spear, but lighter and more accurate than the
Javelin, the Spear is a good throwing
spear, obviously. You don't get a lot of these, but you can use the ones you
get just fine.

Spear (Vaida)
Enemy only - The only thing better than the regular Spear is the Spear Vaida
uses in Unfulfilled Heart. This
awesome weapon is the reason of Vaida's stat boost in that stage, earning it
the often-used nickname "Uber
Spear". Normally this weapon is only useable by Vaida when she's an enemy, but
you can use the mine trick to
obtain this weapon for yourself. Equipping it gives the wielder +17 HP, +5 Str,
+4 Skl, +9 Spd, +4 Def and +14
Res making him/her pretty much invincible during the normal game. It's even
cheaper to use this on an
unsuspecting opponent in Link Arena, although it's fun to mess with ^_^;;

--- Special Lances

Heavy Spear
Like the name implies, the Heavy Spear is heavy. It's one of the armourslaying
weapons, and it's not too bad.
Because of its weight, the Heavy Spear is best used by a Knight/General of your
own, although I'd still advise
magic or one of the lords for your armourslaying needs.

Horseslayer
The Horseslayer is a pretty nice weapon. It may be a bit on the heavy side, but
the good thing is that most of the
horseriding enemies won't get a weapon triangle advantage over you because
they'll be using
swords/lances/bows, while you get to do double damage. Because of its weight,
the horseslayer works best on a
Knight/General, although it would work fine on most of your lance-users.
Besides being fairly useful all around,
this weapon will also help you out a tremendously if you're planning on beating
the chapter "Port of Badon" by
charging head-on, as Oswin or Marcus with this weapon are probably your best
bets for quickly taking out
Damian.

Axereaver
Like the other triangle-reversing weapons, the Axereaver also makes a good
backup weapon for your lance-
users. Feel free to give the ones you get to the characters you use most.

Killing Lance
The Killing Lance is a typical Killing weapon, meaning it's also one of the
best lances around. They work good
on tougher enemies, but there's no need to waste them on weaker opponents.
Replacing your Iron Lances with
these for the final stages of the game is not a bad idea, so stock up on a few
when you get the chance.

Brave Lance
Heavy and equipped with the double-attack skill, the Brave Lance is similar to
the other Brave weapons. While
you might not want to give it to a lance user that is seriously lacking in
constitution, it's a powerful weapon for
everyone else.

Rex Hasta
Being the S rank lance, the Rex Hasta gives you the best all-round statistics
of all lances once again, but its
usefulness outside Link Arena is limited as well. Too bad.

Poison Lance
Enemy only - Like the other poison weapons, the Poison Lance isn't too much of
a threat either. Don't get too
cocky around the few you encounter, and let your healers gain some free
experience should anyone get poisoned.

===
Bows
===

--- Regular Bows

Iron Bow
The Iron Bow is somewhat lacking in might, so it won't be the best weapon to
use against high-defense enemies,
but all of its other stats are fine, making it a good weapon against pretty
much all other enemies. Bows' innate
ability to deal double damage to flying foes makes it a good weapon against
enemy flyers too, obviously. Most
Peg Knights you encounter should go down with only one hit, even from an Iron
Bow.

Steel Bow
Heavier and more powerful than the Iron Bow, the Steel Bow is everything you'd
expect from a Steel weapon.
You shouldn't encounter too much problems from the accuracy drop because of
bow-users' high skill, but the
bow-users you get don't really excel in the constitution department, so take
that into consideration before you
give them this weapon.

Silver Bow
Statistically speaking, the Silver Bow is one of the best weapons of the game,
with a might that's more than twice
its weight. You can give this bow to your promoted bow-users without any
negative consequences, which will
really boost their offensive stats. A very nice weapon indeed.

Emblem Bow
Bonus disc exclusive - If you're thinking the Emblem Bow is just a free Iron
Bow with 60 uses, you're actually
wrong! While it’s stats are the same, the Emblem Bow does not have a bonus
against flying enemies, which is
really weird. Although this kind of sucks, it’s still fine to use against other
enemies, so it’s your choice to use it
or not.

--- Special Bows

Short Bow
The Short Bow is a bit lighter than the Iron Bow, and only slightly weaker
while gaining a crit boost of 10. It's
not too bad. Still, it's nothing special either. It's not worth buying any of
your own, but you don't have to avoid
the ones you get either.

Long Bow
The Long Bow is heavy and rather inaccurate (for a bow anyway) and still weaker
than the Iron Bow. Its special
ability makes up for this however. The Long Bow lets you attack from up to
three spaces away instead of two,
making it the only weapon able to attack mages without letting them
counterattack. It's also useful on indoor
stages as you'll often have an easier time hitting enemies behind walls. It's a
useful weapon, so try to give one of
these to your bow-users as a secondary weapon.

Killer Bow
Lighter than the Steel Bow, but with the same might, better accuracy and a crit
boost of 30, the Killer Bow has
very good statistics as well. And it performs just as good as its stats would
suggest, so stock up and give them to
your characters near the end of the game.

Brave Bow
Like the other Brave weapons, the Brave Bow is also a powerful weapon. However,
it's a bit on the heavy side
for your bow users, so other powerful bows might work a bit better. It's not a
bad weapon by any means though.

Rienfleche
The Rienfleche is pretty much a Silver Bow on steroids, with a much greater
might and only one more point of
weight. It performs better than a Silver Bow too, but again its usefulness is
greatly reduced because you won't
get it until the final chapter.

Poison Bow
Enemy only – This weapon shouldn't be a threat to any of your characters,
except perhaps your weakest flyers or
healers. Just use the poison status to your benefit again, especially with
those NPC Knights that WILL get
poisoned in Sands of Time.

===
Anima Magic
===

Fire
The Fire tome is light and very accurate. Its might may not be very exciting,
but it will usually do good damage
because enemies tend to have poor resistance to say the least. It's a good
weapon for your anima mages, as it will
usually let them kill everything in two hits, including most early-game bosses.

Thunder
Althought it's a bit heavier than the Fire tome, Thunder is still very
carryable, and it gets a good bonus to might
and a crit bonus of 5 in return. It still has good accuracy, and it's a very
good weapon for your anima mages. This
may very well be the most useful anima tome you get, as its stats consistently
let you kill most enemies and even
bosses in two hits throughout the game.

Elfire
More powerful and accurate than Thunder, Elfire is a pretty strong weapon.
However, it has also gotten heavier,
and is just a bit too heavy for regular use for most anima-mages in my opinion.
The extra power usually isn't
really needed either, so there's no real need for this one.

Fimbulvetr
Fimbulvetr has the same problem as Elfire: it may be strong, but that power
isn't really needed, and its even
higher weight will really start to bog down your mages. You only get one of
these, and you don't really need to
use it.

Bolting
Bolting is definitely not a weapon you need to finish the game, but it can be a
very powerful asset. While Bolting
is very heavy, making double-attacks and dodging pretty much impossible, it’s
also really strong and accurate.
Five uses should be more than enough to take out most bosses, so if you’re
having a problem with one of them,
you could always try taking him on with Bolting to prevent getting hit
yourself. Bolting is also useful for taking
out Ballistas and weakening bosses from a distance.

Excalibur
The S rank Anima tome isn't too impressive actually. Unlike their physical
counterparts, S rank magic is actually
heavy, while they have lower might than the physical weapons. Of course, magic
will often do more damage
because enemies usually have higher defense than resistance, but you should
probably stick to Thunder anyway.

--- Character-only Anima Magic

Forblaze
Forblaze is another heavy Anima tome. Its power is pretty high, but its weight
really lowers its usefulness.
Forblaze can only be used by Athos, and deals double damage against the Final
Boss, although Aureola and
Luna will do more damage. Forblaze also adds +5 to luck, but that doesn't
really make any difference. Although
it looks awesome, it doesn't perform quite as good.

===
Light Magic
===

Lightning
Lightning is very accurate and has a nice little crit boost of 5, but is rather
weak. Still it's not too bad, mostly
because of enemies' low resistance. It also works good against Dark Magic
using enemies, because they usually
lack speed and accuracy. Lightning has a rather low amount of uses for a level
one weapon though, without
being cheap either, so you might want to take that into consideration before
overusing Lucius as well.

Shine
Shine's might isn't improved much, but its weight is already starting to get
highish for your Monk/Bishops. It's
got a crit boost of 8 now. It's useable, but it's not too impressive either.

Divine
Okay, now this is starting to get silly. Divine's might is once again increased
only slightly, while its weight
raised into numbers high enough to hinder your characters' performance. Still,
it performs decent against
enemies who can't counterattack or Dark Magic users, but that's more because of
their weakness than because of
Divine's power. Not very useful.

Aura
Well, Aura's power is pretty good, but its weight increased once again. This
will seriously start to hinder
performance, although it should still work about as good as Divine did, for the
same reasons. Once again, not
very useful.

Purge
Purge is very similar to Bolting and should be used in the same way. Like
Bolting, Purge is also really heavy and
quite powerful, and while its uses are limited as well, you can still use it to
your advantage and use it to soften up
or kill tough bosses from a distance or use it to take out Ballistas.

Luce
As a powerful and heavy S rank magic like Excalibur, Luce really only has one
thing going for it. It gives a very
nice crit bonus of 25 to whoever uses it. While you won't get too many double
attacks with it, pulling off a
critical would usually finish off an enemy in one hit. Still, critical hits are
random, and you only get this in the
final chapter, so Luce is still not a very useful weapon.

Aureola
Unlike the other weapons Athos brings with him to the final chapter, Aureola
isn't limited to one character only
and can be used by everyone with an S in Light Magic. It's powerful and heavy
like the other powerful Light
tomes, but unlike those, Aureola is still relatively useful because it deals
double damage to Nergal and the final
boss. The +5 it gives to resistance and the magic triangle advantage you get
also help when fighting Nergal, so
that's pretty useful. And in my opinion, it looks awesome too ^_^

===
Dark Magic
===

Flux
Fair might, weight and accuracy make Flux a pretty decent weapon, with more
uses than any other tome as well.
While it's a bit pricey, there's really nothing bad to say about this weapon,
and it should be Canas' main weapon
against most enemies.

Nosferatu
Nosferatu is pretty useful Dark Magic. While it's a pretty powerful tome as it
is, its best feature is obviously the
fact it drains your enemies' HP and gives it to its user. Nosferatu is quite
heavy, however, so it may not be the
best weapon to have equipped all the time, but having Canas hold one of these
for when he could use some
healing is surely a good thing.

Luna
Luna may seem kinda weak in the beginning of the game, but as you get further
and Canas' magic and your
enemies' resistance start to increase, Luna's potential will begin to show
itself. Luna's great accuracy, really nice
crit boost of 20 and its ability to ignore resistance often make this the most
damaging weapon on bosses near the
end of the game, including the final boss.

Fenrir
Powerful, but just too heavy for its own good, Fenrir is one of the more
useless weapons in the game, like most
of the higher level spells. No need to use this, at all.

Eclipse
Eclipse is a pretty interesting Dark Magic tome. It may have horrible accuracy,
but if it connects it halves the
opponents HP, making it pretty powerful on bosses with high HP, like the final
boss. It's a long range weapon, so
there's no real fear of getting counterattacked, so you might as well try to
hit the final boss with it, right? Eclipse
is also a lot lighter than the other long-range magic, which is kind of odd,
but doesn't really affect its
performance.

Gespenst
Really powerful, but really heavy as well. Equipping this weapon means you can
pretty much forget about
double-attacking and dodging. Still, Gespenst is VERY strong, so it might be
able to take out enemies in one hit
in which case double-attacking and dodging doesn't really matter. Luna would
still be a far better choice most of
the time though, and the fact you obtain this in the final chapter really makes
Gespenst quite worthless after all.

Ereshkigal
Enemy only – This is the weapon Nergal uses against you. It's quite deadly too,
with its impressive might and
accuracy and relatively low weight for Dark Magic. Make sure you check the
battle info before rushing into
combat to keep your units from dying.

===
Staves
===

Heal
As the cheapest heal stave with the most uses, Heal is definitely the most
affordable heal stave around. It's also
the weakest - It heals 10 + (Magic) HP - , which isn't necessary a bad thing,
because it gives your healers more
chances to heal, netting them both more experience and staff skill. You should
buy these for most of the game.

Mend
Mend staves heal 20 + (Magic) HP, but aren't really useful until near the end
of the game, when your healers
don't need the extra experience from healing and your characters start getting
more and more HP. Until you get
to that point though, save your money and stick to Heal staves.

Recover
Recover heals the target completely, which could come in handy for characters
with 60 HP, but is usually a bit
unnecessary. There's no real need to buy these, but you could give the ones you
get for free to your healers and
use them like you would use a Mend stave.

Physic
While Physic heals only as good as a Heal stave, it's a still great healing
stave for two reasons: First of all, its
range is 1 to (Magic/2), meaning you'll be able to heal from quite some
distance as your healers get stronger,
which is really useful. Physic also gives a nice amount of experience, allowing
your healers to grow about twice
as fast as normal. It could be a good idea to save some money (they're 3750
gold each) and buy a couple of these
in the secret shop at the Dragon's Gate and use them to give your healers some
quick levels.

Fortify
Fortify rocks. While it heals as much HP as a Heal stave would, Fortify heals
ALL of your hurt units in a circle
around the caster with a radius of (Magic/2). Which is really nice, obviously.
It's a shame you can only get one in
Eliwood's tale, and only two in Hector's tale and only near the end of the
game. They will come in useful at that
point though.

Restore
Although you won't need to use them a lot, there are a couple of missions that
can end disastrous when you
forget to bring one. Basically, that's the chapters with enemies carrying the
Berserk staff. Berserked characters
can do some nasty damage to your other characters, but the Restore staff let's
you cure them before they do any
damage. It's also useful for when you get attacked by another status effect, so
try to bring at least one of these to
the battle in the later chapters.

Barrier
The Barrier staff temporarily gives the target character +7 resistance. It's
usually not really needed, although it
could come in handy for some later bosses.

Rescue
As long as you think before you act, you shouldn't ever really need the Rescue
staff. So there's no reason to
waste an item slot on this one.

Warp
Like the Rescue staff, the Warp staff is usually a waste of an item slot.
However, some secret shops can only be
accessed with the help of this staff, so bring it with you if you want to visit
those.

Torch
The Torch staff is useful in FOW maps, as it can light up a bigger area than a
regular Torch or Thieves/Assassins
can, depending on the user's Magic stat.

Unlock
Can be useful in indoor missions, and bringing one of these can help you finish
those missions faster.

Hammerne
The Hammerne staff is quite useful. Use it on whatever rare weapon you prefer
to completely restore that
weapon's uses. It only has three uses though, so decide carefully.

Sleep
A lot of people seem to forget about the Sleep staff. While there's usually no
reason to bring it with you, the
Sleep staff can come in mighty handy in the last chapter. If you're having
trouble beating Uhai, Lloyd or Linus in
that chapter, just give Athos the sleep staff and put them to sleep. You won't
have any problems now. Note that
its accuracy depends on the range you use it from: get closer to get a better
chance of hitting.

Silence
Silence is quite similar to the Sleep staff. You can use it to greatly reduce
the threat Sonia, Limstella or Ursula
could present, so don't just ignore it.

Berserk
Like the Sleep and Silence staffs, the Berserk staff can come in useful in the
final chapters. Instead of putting
those enemies to sleep or silencing them, you could also try to berserk them
and look at them slaughtering their
own allies. Be very careful when you encounter an enemy with this staff though,
as they can cause some real
damage if they manage to Berserk one of your characters. This is the main
reason to bring Recovery staffs with
you.

===
Ballistas
===

Ballista
Ballistas can only be manned by Archers/Snipers. Although the number of
Ballistas you'll encounter is pretty
low, you can use the ones you find to pick off enemy mages or flyers from a
distance, or you could use them to
soften up bosses a bit. Not too powerful, but feel free to use the ones you
encounter.

Iron Ballista
The Iron Ballista has more power and a longer range than a regular Ballista,
but has lower accuracy. This doesn't
really affect anything though, so just use it like you would use a regular
Ballista.

Killer Ballista
The Killer Ballista is more powerful than a regular Ballista, and gives a small
crit boost too. You should still use
the few you find like you would a regular Ballista though.

===
Rings
===

Ninis's Grace
This ring increases the target's defense and resistance by 10. It's really
useful for taking on strong bosses and the
arenas and probably the most useful of the rings. All of the rings give more
experience that a regular dance/play
too, so you can also use them to let Ninian/Nils grow faster than normal.

Thor's Ire
This ring increases the target's crit rate with 10 points. While critical hits
can be really strong, they still happen at
random, even with Thor's Ire. Thor's Ire can be useful but, depending on how
the RNG treats you, it can also be
completely worthless.

Set's Litany
This ring increases the target's avoid with 10 points. While this isn't too
bad, Ninis's Grace added defense and
resistance are definitely a more reliable and usually better increase, making
Set's Litany somewhat useless.

Filla's Might
This ring increases the target's attack rating by 10. Again, useful stuff. It
works quite good on strong enemies,
and is about as useful as Ninis's Grace.

===
Final Boss’ weapon
===

Flametongue
Quite deadly, that’s for sure. Flametongue gives +10 Str, +10 Skl, +20 Def and
+10 Res making the already
strong weapon even better. Flametongue has 10 might, and ignores defense,
meaning the final boss will
ALWAYS do 37 damage. Its accuracy is 100 too, so while it is in fact dodgeable,
chances of that happening are
slim at best, so don’t let anyone with less than 37 HP get in its range. Which
is 1-3 by the way, so keep that in
mind too.

Last Updated ( Wednesday, 06 August 2008 18:35 )