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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.
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