Weapons/Item Guide by iammaxhailme
Fire Emblem: Fuuin no Tsurugi on SuperCheats.com
SPOILER! THERE MIGHT BE SOME MINOR SPOILERS IN THIS FAQ!  (As in any FAQ)


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For example, email me this:
Hi, I was wonder how you can do ____?

Don't email me: 

I: hi i no u no how to do ____ so tell me becuz i wil kill u if u dont because
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II: Hey, I was wondering how do you get Gant's Lance?

III: How strong/accurate/whatever is whatever?


Check once in a while for an updated version at gamefaqs. 

Also, if you know how much weapons cost, please email it to me at the aboce
email adress. I'll credit you if you want. *waves credit bribingly*

You can print this out for yourself, and maybe for a freind, but not for mass
distribution. 

Also, if you wanted to know when the Steel Blade is away from the rest of the
blades, and maybe a few more things like this... Within a category (like 
"Bows" or "Anima"), all the items are in the order you would find them if you 
hacked them into the game via hex. 01 is Iron Sword, so it's first. 02 is Iron
Blade, so that's next. It goes up to FF (which is Hex for 255), but most of 
those are rubbish. This is how you find the Dummy Items in Fire Emblem 8. 

Weapons and Items FAQ

The point of this FAQ is to describe the various weapons in the game of Fire 
Emblem 6: Fuuin no Tsurugi. Now there are 8 different kind of weapons. Swords,
Axes, Lances, Bows, Anima magic, Light Magic, Dark Magic, and staves. (Staves
aren't really weapons, but I'll classify them as weapons beucase they need 
weapon levels to use them.

Obviously, to get items and weapons, you have to either beat enemies with them
or buy them. To know if an enemy is going to drop something, look at their 
stat screen. If an item is in green, they're going to drop it. If it's white,
you can't get it. Doesn't make much sense because they're dead, but then again
they dissappear into nothing when they die, so what the hell. 

All stores have the same prices on the same products. EXCEPT the convoy store.
The one with Merlinus. They sell the 4 basic Iron, Fire, and Heal. They don't
sell Flux or Lightning, because users of those magics are rare, storywise. But
the prices of the items they sell are more expensive (IIRC, 150% of the normal
price). It's because in some chapters, there's no way to get weapons except by
buying them from the convoy, so they're a last resort, and their prices can 
take advantage of that. 

Now, there are two triangles. The weapons triangle, and the trinity of magic.
When you have the advantage, your hit rises by 15 and your damage increases
by 1. When yo're at a disadvantage, you lsoe 15 hit and 1 damage.

The triangle of weapons: 
Swords beat Axes
Axes beat Lances
Lances beat swords

The trinity of magic: 
Light beats Dark
Dark beats Anima
Anima beats Light 


OK, SO, let's start explaining. 



Let me do a breif explanation on how this guide will be layed out. 

#1: Iron Sword.  (Name of weapon)
Level Needed: E (This is the mastery of the weapon you need. AKA, your weapon
level). For weapon level, S>A>B>C>D>E. (Like, S has the best weapons.)
RNG: 1. (This is how far the weapon can go. If the range is 1, you can only 
strike next to you. If it's 2, the weapon can only strike 2 spaces away from
you. If it's 1-2, it can strike next to you OR 2 spaces away. 
Weight: 5. If your CON (Constitution, or size)is less then the weight of 
your weapon, you lose AS, attack speed. AS effects if you double hit, also 
it effects your dodging. If your CON is greater then the weight of the 
weapon, your AS is your plain old speed, and if not, you lose a point of AS 
for each point that the weight is greater then your CON. If your AS is 4 or 
more then your opponent, you double hit. 
Power: This is the strength of your weapon. It effects how much damage you do.
Hit: This is the accuracy of your weapon. The greater this is, the easier it
is for your character to hit. 
Crt: 0. This adds to your critical percent. If you land a critical hit, you
do triple damage. 
Effect: Some weapons have a special effect. I'll explain when i'm up to them.

Some of the various effects:

Poison: You take 1-3 damage at the beginning of your turn. 
Sleep: You can't move. You can still dodge in battle though. (odd)
Berserk: You attack the person you're most likley to kill in your range, 
enemy or freind. Well, there are no enemies or freinds while berserked... only
targets. 
Silence: Canot use magic of any kind. 

Status Problems usually last for 5 turns. 

Uses: This is the amount of times you can use the weapon (when it's new) 
before it breaks. 

Cost: ??? This is how much the weapon costs in a shop. I don't have much info
on this, so please email me any info that you have on prices. 

OK, so... let's get with the real explanations. 

<b>SWORDS</B>


#1: Iron Sword
Level Needed: Sword E
Range: 1
Weight: 5
Power: 5
Hit: 85
Crit: 0
Effect: An ordinary sword. 
Uses: 46
Cost: 460

#2:  Iron Blade.
Level Needed: Sword D
Range: 1
Weight: 12
Power: 9
Hit: 65
Crit: 0
Effect: A very large and pwerful blade. 
Uses: 35
Cost: 980

#3: Steel Sword
Level Needed: Sword D
Range: 1
Wight: 10
Power: 8
Hit: 70
Crit: 0
Effect: A heavy but powerful sword. 
Uses: 30
Cost: 600

#4: Silver Sword
Level Needed: Sword A
Range: 1
Weight: 8
Power: 13
Hit: 75
Crit: 0
Effect: A very sharp and expensive sword. 
Uses: 20
Cost: 1500

#5: Slim Sword 
Level Needed: Sword E
Range: 1
Weight: 2
Power: 3
Hit: 95
Crit: 5
Effect: A light but weak sword. 
Uses: 30

#6: Poison Sword
Level Needed: Sword D
Range: 1
Weight: 6
Power: 3
Hit: 70
Crit: 0
Effect: Poisons upon impact. 
Uses: 30
Cost: Cannot be obtained.

#7: Brave Sword
Level Needed: Sword B
Range: 1
Weight: 12
Power: 9
Hit: 80
Crit: 0
Effect: Doubles the amount of attacks you do. 
Uses: 20

#8: Light Brand
Level Needed: Sword C
Range: 1-2
Weight: 9
Power: 9
Hit: 70
Crit: 0
Effect: When 2 spaces away, does a light-magic based attack. 
Uses: 25

#9: Durandal 
Level Needed: Sword S
Range: 1
Weight: 12
Power: 17
Hit: 90
Crit: 0
Effect: + 5 to Strength. 
Effect2: Effective Towards Mamkutes, Dragon Riders, And Dragon Masters. 
Uses: 20
Cost: You can only get one. Obtain in chapter 8 Gaiden. 

#10: Armorslayer
Level Needed: Sword D
Range: 1
Weight: 11
Power: 8
Hit: 85
Crit: 0
Effect: Might triples against Armour Knights and Generals. 
Uses: 18

#11: Rapier
Level Needed: Useable only by Roy. 
Range: 1
Weight: 5
Power: 5
Hit: 95
Crit: 10
Effect: Might triples against Armour Knights, Generals, Social Knights, 
and Paladins. 
Uses: 25
Cost: You can only get 2. Roy comes with one at the beginning of the game, and
in a villaige in chapter 6. 

#12: Killing Edge
Level needed: Sword C
Range: 1
Weight: 7
Power: 9
Hit: 80
Crit: 30
Effect: High critical rate
Uses: 20

#13: Lancereaver
Level Needed: C
Range: 1
Weight: 9
Power: 9
Hit: 80
Crit: 5
Effect: Reverses the weapon triangle.
Uses: 15

#14: Wo Dao
Level Needed: D, usable only by Myrmidons and Swordmasters
Range: 1
Weight: 5
Power: 8
Hit: 75
Crit: 40
Effect: Myrmidon, Swordmaster use only. 
Uses: 20
Cost: You can only get 3. One comes with Fir, one comes with Karel, and one
is in a villaige in a chapter which I don't know which chapter it is. 
Update: coonamatatah@hotmail.com emails me to say that it's in a villages in 
the front section. Next time I'm there, I'll check to see which one; thanks
for the info, coon. 

#15: Fuuin No Tsurugi/The Sword of Seals/The Sealed Sword
Level Needed: Useable only by Roy. 
Range: 1-2
Weight: 8
Power: 18
Hit: 95
Crit: 10
Effect: +5 to Def and Res
Effect2: Can be used like an item (only by Roy) to recover 30HP
Effect3: Effective towards Mamkutes, Dragon Knights, and Dragon Masters.
Uses: 20
Cost: You can only get one. After chapter 22 or 22 Gaiden.

#16: Steel Blade
Level Needed: C 
Range: 1
Weight: 14
Power: 11
Hit: 60
Crit: 0
Effect: A Large and powerful blade.
Uses: 25
Cost: 1250

#17: Silver Blade 
Level Needed: A
Range: 1
Weight: 13
Power: 14
Hit: 55
Crit: 0
Effect: A very large and powerful blade. 
Uses: 20

#18: Al Sword
Level Needed: Sword D
Range: 1
Weight: 7 
Power: 7
Hit: 75 
Crit: 0
Effect: Sword Weilded by Al. 
Uses: 30

#19: Wyrmslayer
Level Needed: C
Range: 1
Weight: 5
Power: 10
Hit: 70
Crit: 0
Effect: Effetive against Dragons, Mamkutes, Dragon/Wyvern Riders, and Dragon/
Wyvern Lords/Masters
Uses: 25

#20: Runesword
Level Needed: A
Range: 1-2
Weight: 11
Power: 12
Hit: 60
Crit: 0
Effect: From 1 OR 2 spaces, see Nosferatu (C Rank Dark magic). 
Uses: 15

#21: Exaacus
Level Needed: Zephiel Only. 
Range: 1-2
Weight: 15
Power: 15
Hit: 90
Crit: 5
Effect: Zephiel use only. 
Uses: Infinite
Cost: Cannot be obtained. 


<B>Lances</b>


#22: Iron Lance
Level Needed: Lance E
Range: 1
Weight: 8
Power: 7
Hit: 70
Crit: 0
Effect: An ordinary spear. 
Uses: 45
Cost: 270

#23: Steel Lance
Level Needed: Lance D
Range: 1
Weight: 13
Power: 10
Hit: 55
Crit: 0
Effect: A heavy but powerful spear.
Uses: 30
Cost: 360

#24: Silver Lance
Level Needed: A
Range: 1
Weight: 10
Power: 14
Hit: 65
Crit: 0
Effect: A very strong and expensive spear.
Uses: 20
Cost: 1200

#25: Slim Lance
Level Needed: Lance E
Range: 1
Weight: 4
Power: 4
Hit: 80
Crit: 5
Effect: A light but weak spear. 
Uses: 30

#26: Poison Lance
Level Needed: Lance E
Range: 1
Weight: 8
Power: 4
Hit: 55
Crit: 0
Effect: Poisons upon impact. 
Uses: 30
Cost: Cannot be obtained.


#27: Brave Lance
Level Needed: Lance B
Range: 1
Weight: 14
Power: 10
Hit: 70
Crit: 0
Effect: Doubles amount of attacks you do. 
Uses: 20

#28: Javelin
Level Needed: Lance E
Range: 1-2
Weight: 11
Power: 6
Hit: 55
Crit: 0
Effect: Ranged Spear
Uses: 20

#29: Malte
Level Needed: Lance S
Range: 1
Weight: 11
Power: 16
Hit: 80
Crit: 0
Effect: +5 To Skl.
Effect2: Effective Towards Mamkutes, Dragon Riders, and Dragon Masters.
Uses: 20
Cost: You can only get one. Obtain in chapter 20 Gaiden or from Yodel in 
chapter 21. 

#30: Horselayer
Level Needed: Lance D
Range: 1
Weight: 13
Power: 11
Hit: 75
Crit: 0
Effect: Effective against Social Knights and Paladins. 
Uses: 16

#31: Killer Lance
Level Needed: Lance C
Range: 1
Weight: 9
Power: 10
Hit: 75
Crit: 30
Effect: High critical rate. 
Uses: 20

#32: Axereaver
Level Needed: Axe C
Range: 1
Weight: 11
Power: 10
Hit: 75
Crit: 5
Effect: Reverses the weapons triangle. 
Uses: 15

#33: Gant Lance
Level Needed: Lance D
Range: 1
Weight: 10
Power: 9
Hit: 65
Crit: 0
Effect: Lance Weilded by Gant
Uses: 50

#34: Spear
Level Needed: Lance B
Range: 1-2
Weight: 10
Power: 10
Hit: 65
Crit: 5
Effect: Doubles as Ranged attack.
Uses: 15

<B> Axes </b>

#35: Iron Axe
Level Needed: Axe E
Range: 1
Weight: 10
Power: 8
Hit: 65
Crit: 0
Effect: An ordinary axe.
Uses: 45
Cost: 270

#36: Steel Axe
Level Needed: Axe E
Range: 1
Weight: 15
Power: 11
Hit: 50
Crit: 0
Effect: A heavy but powerful axe
Uses: 30
Cost: 360

#37: Silver Axe
Level Needed: Axe A
Range: Weight: 12
Power: 15 
Hit: 55
Crit: 0
Effect: A very strong and expensive axe.
Uses: 20
Cost: 1000

#38: Poison Axe
Level Needed: Axe D
Range: 1
Weight: 10
Power: 4
Hit: 50
Crit: 0
Effect: Poisons upon impact. 
Uses: 30

#39: Brave Axe
Levle Needed: Axe B
Range: 1
Weight: 16
PoweR: 10
Hit: 55
Crit: 0
Effect: Doubles the number of attacks that you do. 
Uses: 20

#40: Hand Axe
Level Needed: Axe E
Range: 1-2
Weight: 12
Power: 12 
Hit: 50
Crit: 0
Effect: Axe that can be thrown from a distance. 
Uses: 20

#41: Armads/Almace
Level Needed: Axe S
Range: 1
Weight: 13
Power: 18
Hit: 75
Crit: 0
Effect: +5 to Defence. 
Effect2: Effective vs. Wyvern Rider, Wyvern Masters/Lords, and Mamkutes. 
Uses: 20
Cost: You only get one. Obtain in chapter 12 Gaiden. 

#42: Hammer
Level Needed: Axe D
Range: 1
Weight: 15
Power: 8
Hit: 45
Crit: 0
Effect: Effective Towards Armour Knights and Generals. 
Uses: 18
Cost: 800

#43: Killer Axe
Level Needed: Axe C
Range: 1
Weight: 11
Power: 11
Hit: 65
Crit: 30
Effect: High critical rate. 
Uses: 20

#44: Swordreaver
Level Needed: Axe C
Range: 1
Weight: 13
Power: 11
Hit: 60
Crit: 5
Effect: Reverses weapon triangle. 
Uses: 15

#45: Devil Axe
Level Needed: Axe E
Range: 1
Weight: 18
Power: 18
Hit: 55
Crit: 0
Effect: If the user's luck is low, the axe might hurt the user instead. Use
with caution. 
Uses: 20

#46: Halberd
Range: 1
Weight: 15
Power: 10
Hit: 55
Crit: 0
Effect: Effective tpwards Social Knights and Generals. 
Uses: 18

#47: Tomahawk
Level Needed: Axe A
Range: 1-2
Weight: 14
Power: 13
Hit: 55
Crit: 0
Effect: Doubles as ranged attack. 
Uses: 15

<B> Bows</b>

Note: Every bow is effective towards Pegasus Knights, Falcoknights, Wyvern
Riders, and Wyvern Lords. 

#48: Iron Bow
Level Needed: Bow E
Range: 2
Weight: 5
Power: 6
Hit: 80
Crit: 0
Effect: An ordinary Bow
Uses: 45
Cost: 550

#49: Steel Bow
Level Needed: Bow D
Range: 2 
Weight: 9
Power: 9
Hit: 65
Crit: 0
Effect: A strong bow. 
Uses: 30
Cost: 720

#50: Silver Bow
Level Needed: Bow A
Range: 2
Weight: 6
Power: 13
Hit: 70
Crit: 0
Effect: A very powerful bow. 
Uses: 20
Cost: 1600

#51: Poison Bow
Level Needed: Bow D
Range: 2
Weight: 5
Power: 4
Hit: 65
Crit: 0
Effect: Poisons upon impact. 
Uses: 30

#52: Killer Bow
Level Needed: C
Range: 2
Weight: 7
Power: 9
Hit: 80
Crit: 30
Effect: Bow with strong critical rate. 
Uses: 20

#53: Brave Bow
Level Needed: Bow B
Range: 2
Weight: 12
Power: 10
Hit: 75
Crit: 0
Effect: Doubles the amount of attacks you do. 
Uses: 20

#54: Short Bow
Level Needed: Bow D
Range: 2
Weight: 3
Power: 5
Hit: 80
Crit: 10
Effeect: Bow used by nomads. (It can be used by Archers, Snipers, and Warrior
too). 
Uses: 22

#55: Long Bow
Level Needed: Bow D
Range: 2-3
Weight: 10
Power: 5
Hit: 55
Crit: 0
Effect: Can attack from a large distance. 
Uses: 20

#56: Miugre
Level Needed: Bow S
Range: 2
Weight: 9
Power: 16
Hit: 80
Crit: 0
Effect: +5 to Speed. 
Effect2: Effective towards Wyvern Riders, Wyvern Lords/Masters, and Mamkutes.
Uses: 20
Cost: You can only get one. Obtain in chapter 20 Gaiden or from Yodel in 21.

<B> Anima </b>

#57: Fire
Level Needed: Anima E
Range: 1-2
Weight: 1
PoweR: 5
Hit: 95
Crit: 0
Effect: Burning Flames. 
Uses: 30
Cost: 420

#58: Thunder
Level Needed: Anima D
Range: 1-2
Weight: 2
Power: 6
Hit: 80
Crit: 5
Effect: Lightning Bolt
Uses: 25
Cost: 500

#59: Fimbulvetr
Level Needed: Anima A
Range: 1-2
Weight: 8
Power: 13
Hit: 80
Crit: 0
Effect: Blast of Ice. 
Uses: 20
Cost: 800

#60: Elfire
Level Needed: Anima C
Range: 1-2
Weight: 4
Power: 8
Hit: 75
Crit: 0
Effect: Blazing Flames
Uses: 20
Cost: 1100

#61: Aircalibur
Level Needed: Anima B
Range: 1-2
Weight: 2
PoweR: 8
Hit: 85
Crit: 0
Effect: Wind that tears through wings. Effective towards Pegasus Knights, 
Falcoknights, Wvern Riders, and Wyvern Lord. 
Uses: 20

#62: Bolting
Level Needed: Anima A
Range: 3-10
Weight: 10
Power: 12
Hit: 70
Crit: 0
Effect: Long range Anima Magic.
Uses: 5

#63: Forblaze/Hellflame
Level Needed: Anima S
Range: 1-2
Weight: 6
Power: 14
Hit: 85
Crit: 5
Effect: Adds 5 To Luck. 
Effect2: Effective towards Wyvern Riders, Wyvern Lords/Masters, and Mamkutes.
Uses: 20
Cost: You can only get one. Obtain in chapter 14 Gaiden. 

<B> Light </b>

#64: Lightning
Level Needed: Light E
Range: 1-2
Weight: 1
Power: 5
Hit: 75
Crit: 0
Effect: Heavan's wrath. 
Uses: 30
Cost: 540

#65: Divine
Level Needed: Light C
Range: 1-2
Weight: 3
Power: 8
Hit: 65
Crit: 0
Effect: Heaven's Judgement. 
Ues: 25
Cost: 1250

#66: Purge
Level Needed: Light A
Range: 3-10
Weight: 8
Power: 10
Hit: 70
Crit: 0
Effect: Heavanly Punishment. Long range. 
Uses: 5

#67: Aureola
Level Needed: Light S
Range: 1-2
Weight: 9
Power: 15
Hit: 90
Crit: 5
Effect: Adds +5 to RES. 
Effect2: Effective towards Wyvern Riders, Wyvern Lords/Masters, and Mamkutes.
Uses: 20
Cost: You can only get one. Obtain in chapter 16 Gaiden. 

<B> Dark </b>

#68: Fenrir
Level Needed: Dark A
Range: 1-2
Weight: 13
Power: 15
Hit: 65
Crit: 0
Effect: Freezing Flames. 
Uses: 20

#69: Flux
Level Needed: Dark D
Range: 1-2
Weight: Dark 5
Power: 8
Hit: 70
Crit: 0
Effect: Creeping Darkness. 
Uses: 30
Cost: 780

#70: Nosferatu
Level Needed: Dark C
Range: 1-2
Weight: 6
Power: 10
Hit: 70
Crit: 0
Effect: The amount of damage you do is restored to your health. 
Uses: 20

#71:  Eclipse
Level Needed: Dark B
Range 3-10
Weight: 9
Power: ---
Hit: 10
Crit: 0
Effect: Reduces HP to 1. 
Uses: 5

#72: Apocalypse
Level Needed: Dark S 
Range: 1-2
Weight: 12
Power: 18
Hit: 80
Crit: 5
Effect: +5 to MAG. 
Effect2: Effective towards Wyvern Riders, Wyvern Lords/Masters and Mamkutes.
Uses: 20
Cost: You can only get one. Obtain in chatper 21 Gaiden. 

<B> Staves </b>

#73: Heal 
Level Needed: Stave E
Range: 1
Power: 10
Effect: HP recovery. 
Uses: 30

#74: Mend
Level Needed: Stave D
Range: 1
Power: 20
Effect: HP recovery. 
Uses: 20

#75: Recover
Level Needed: Stave C
Range: 1
Power: ---
Effect: Full HP recovery. 
Uses: 15

#76:  Physic
Level Needed: Stave B
Range: Caster's Magic
Power: 10
Effect: Distanced HP recovery
Uses: 15
Cost: 3750 Gold

#77: Fortify
Level Needed: Stave A
Range: Caster's Magic
Power: 10
Effect: Recovery to all units in range
Uses: 8

#78: Warp
Level Needed: Stave A
Range: Unit msut be next to you
Range2: Can be warped by caster's Magic. 
Effect: Warps a unit to another space. 
Uses: 5

#79: Rescue
Level Needed: Stave B
Range: Caster's Magic
Effect: Brings another unit to your side. 
Uses: 3

#80: Restore
Level Needed: Stave C
Range: 1
Effect: Heals status. (Sleep, Poison, etc)
Uses: 10

#81: Silence
Level Needed: Stave B
Range: Caster's Magic
Effect: Silenes Enemy.
Uses: 3

#82: Sleep
Level Needed: Stave B
Range: Caster's Magic
Effect: Puts enemy to sleep. 
Uses: 3

#83: Torch
Level Needed: Stave D
Range: 1
Effect: Lights up area. Wears off one space each turn, until vision is normal.
Uses 10

#84: Hammerene
Level Needed: Stave C
Range: 1
Effect: Repairs a weapon. 
Uses: 3

#85: Watch
Level Needed: Stave C
Range: ?
Effect: Makes Closed Areas Visible
Uses: ?

Note: This staff glitches up your game. It is not obtainable for you, or your
enemies. It's in the coding, but never used. Codebreaker number: 4F

#86: Berserk
Level Needed: Stave B
Range: Caster's Magic
Effect: Berserks an enemy. 
Uses: 3

#87: Unlcok
Level Needed: Stave D
Range: 1-2
Effect: Unlcoks a door. (Doesn't work on chests, unfortunatley). 
Uses: 10
 
#88: Barrier
Level Needed: C
Range: 1
Effect: Adds 7 to RES for a turn. 
Uses: 15

#89: Tina Staff
Level Needed: Stave E
Range: 1
Power: 20
Effect: HP Recovery. 
Uses: 30

#90: Holy Maiden
Level Needed: Stave S
Effect: Completley heals all HP and status of all allies on map. 
Uses: 3
Cost: You can only get one. Obtain from Yodel in chapter 21. 


<B> Items </b>

OK, now it's time to discuss some of the various items in the game. There are
Stat up items, promotion items, and other items with various effects. 

<B>Stat Up Items</b>

All of these items have one use, are rare, and their effects are permanent. 

Angelic Robe:  Increases Max HP by 7. 
Energy Ring: Increases STR or MAG by 2. 
Secret Book: Increases Skill by 2. 
Speedwings: Increases Speed by 2
Godess Icon: Increases Luck by 2. 
Dragonsheild: Increases Defense by 2. 
Talisman: Increases Resistance by 2. 
Body Ring: Increases CON by 2. 
Boots: Increases Movement by 2


<B>PROMOTION ITEMS</B>

These items are used to promote classes into their promoted calsses. 

Guiding Ring promoted the following classes ---> the promoted class. They also
gain the use of a new weapon. 

Promotes Shaman ---> Druid. Gains use of Staves. 
Promotes Mage ---> Sage. Gains use of Staves. 
Promotes Preist/Sister ---> Bishop. Gains use of Light Magic. 
Promotes Troubador ---> Valkyrie. Gains use of Anima Magic. 

Hero Crest

Promotes Mercenary ---> Hero. Gains the use of Axes. 
Promotes Myrmidon --> Swordmaster. Gains a 30% critical boost. 
Promotes Pirate/Brigand into Berserker. Gains a 30% critical boost. 
Promotes Fighter ---> Warrior. Gains use of Bows. 

Knight's Crest

Promotes Armour Knight ---> General. Gains use of Axes. 
Promotes Social Knight ---> Paladin. Gains use of Axes. 

Orion's Bolt

Promotes Archer ---> Sniper. Gains great caps. 
Promotes Nomad ---> Nomad Trooper. Gains use of Swords. 

Elysian Whip 

Promotes Wyvern Rider --> Wyvern Master. Gains use of Swords. 
Promotes Pegasus Knight --> Falcoknight. Gains use of Swords.


The following classes cannot be promoted:
- Anything already promoted 
- Theif
- Mamkute
- Lord (is promoted automaticailly, you can't control it)
- Dancer (Yes, the stripper is only a rumor... v_v)
- Bard


<B>BALLISTAE</B>

Ballistae are machines that only Archers and Snipers can use. They are on a
fixed square on the map, and can shoot very far. They always have a very large
of fire. Also, they cannot be moved, so you can't take it with you. And oh
yeah, they start with 5 Arrows. You can't rreplace them, so be careful. They
still get the bonus for Arrows vs. Flyers. They're pretty big, as you can tell
in their animation. But after all, it's not a bow and arrow, it's more like
a rocket launcher. Cool animation too. B-)

Ballista
Level Needed: E, Archer and Sniper only. 
Range: 3-10
Weight: 20 (yeah, double attack with this)
Power: 8
Hit: 70
Crit: 0
Effect: Ballista for attacking faraway enemies. 

Long Ballista
Level Needed: E, Archer and Sniper only. 
Range: 3-15
Weight: 20
Power: 13
Hit: 60
Crit: 0
Effect: Has more range then a regular ballista. 

Killer Ballista
Level Needed: E, Archer and Sniper Only. 
Range: 3-10
Weight: 20
Power: 12
Hit: 65
Crit: 10
Effect: Ballista wioth a high critical rate. 


<B> Healing/Temporary stat up items </b>

These items... well, it explains itself. 

- Vulnerary
Effect: Heals 10 HP. 
Uses: 3
Cost: 300 Gold. 

- Elixir
Effect: Heals All HP
Uses: 3


- Anti-Toxin
Effect: Dispels poison
Uses: 3

- Pure Water
Effect: Adds 7 to RES. It wears off by 1 point each turn until it's back to
normal. 
Uses: 3
Cost: 900

- Torch
Effect: Increses vision to 7, 11 for theives. Wears off by 1 at a turn until 
back to normal. 


<B> Money items </b>

Red Gem
Effect: Sell for 3,000 Gold. 

Blue Gem
Effect: Sell for 5,000 Gold. 

White Gem
Effect: Sell for 10,000 Gold. 

Silver Card
Effect: If it's in your inventory, if you go shopping, everything is half
price. 

Member Card: Allows you to enter secret shops, as long as it's in your 
inventory. Stuff in there is expensive, so you should bring the silver card as
well. 

<B> MISC ITEMS </b>

Divine Stone
Effect: Allows Fa the Mamkute to attack. Also gives a lot of stat boosts.
Uses: 30
Cost: You can only get one, so use it carefully. It comes with Fa. 

Fire Stone: Allows Enemy Mamkutes to attack.
Uses: ---
Cost: You can't get one, unless you use this cheat/glitch. If one of your 
theives gets berserked, they can steal it. Normally they can't. 

Delphi Sheild: Removes the effectiveness of Aircaliber and Bows on flyers. 


Lockpick
Effect: Opens Doors and Chests. Useable only by theives. 
Uses: 30

Chest Key
Effect: Opens a chest
Uses: 1 or 5

Door Key
Effect: Opens a door
Uses: 1



OK, that's it. If I missed anything, please email it to me at 
iammax64@hotmail.com. You might get credit if it's big, and you want it. So, 
thanks for reading my guide! 

Big thanks to coonamatatah for emailing me a lot of weapon and item costs, as
well as telling me where to get the third Wo Dao. *three cheers*