Fire Emblem: Flickering Flames/Equipment

For reference, Might (Mt) shows the bonus the weapon gives to attack power, Accuracy (Acc) shows the chance for the weapon's attack to hit and Critical (Crit) shows the chance for a critical hit. It is possible to Forge existing weapons to boost these properties.
In addition, each weapon has a set number of Uses. Once every use has been expended, the weapon will break.
One should note that the prices listed here are only base prices. Anna will sometimes put certain items on sale, reducing their cost by up to 25%. In addition, all base prices are increased by 8% on Hard Mode and 16% on Lunatic Mode.
==Swords==
Swords count as Paper in the weapon triangle.
===Regular Swords===
Name 	Rank	Uses	Mt	Acc	Crit	Range	Cost	Notes
Bronze Sword 	E 	50 	3 	100	0 	1 	500 	None
Training Sword 	E 	50 	1 	100	0 	1 	400 	Gains weapon experience more quickly
Glass Sword 	E 	5 	11	100	0 	1 	600 	None
Iron Sword 	D 	40 	5 	95 	5 	1 	900 	None
Quick Sword 	D 	60 	2 	80 	0 	1 	 	Higher Double Attack threshold (+5 effective speed)
Wind Edge 	D 	25 	5 	85 	0 	1-2 	1000	None
Heroic Blade 	D 	35 	5 	95 	5 	1 	975 	Deals more damage with critical hits
Spirit Blade 	D 	35 	5 	80 	5 	1 	975 	While equipped, the unit regenerates a little HP to the start of each turn
Armourslayer 	D 	25 	8 	80 	5 	1 	950 	Effective against armoured units
Wyrmslayer 	D 	25 	8 	80 	5 	1 	975 	Effective against dragons
Steel Sword 	C 	35 	8 	90 	5 	1 	1325	None
Levin Sword 	C 	30 	10	80 	0 	1-2 	1500	Damage takes the attacker's Magic stat into account
Thief Sword 	C 	35 	7 	85 	5 	1 	1400	Gains a little gold with every hit this weapon lands
Killing Edge 	C 	30 	7 	75 	30 	1 	1475	None
Brave Sword 	C 	30 	8 	80 	5 	1 	1450	Higher Double Attack threshold (+5 effective speed)
Haunted Sword 	C 	30 	12	70 	10 	1 	1425	None
Silver Sword 	B 	30 	11	85 	5 	1 	1575	None
Storm Sword 	B 	20 	12	70 	0 	1-2 	1650	None
Superior Edge 	B 	25 	11	75 	10 	1 	1750	More powerful if the target has a sword equipped.
Raider Blade 	B 	30 	11	70 	0 	1 	1700	If the wielder initiates battle, lowers Speed by 4 for one turn upon dealing damage.
Elite Sword 	B 	40 	12	70 	5 	1 	 	None
Great Sword 	B 	25 	13	80 	0 	1 	1650	None
Crystal Sword 	A 	25 	14	80 	5 	1 	1800	None
Amaranthine Sword	A 	30 	10	80 	0 	1 	1900	Lands two consecutive hits, the second dealing half as much damage as the first
Alm's Blade 	A 	25 	12	80 	15 	1 	2000	Inspired by a past Fire Emblem character.
Mercurius 	A 	15 	14	95 	5 	1 	 	None
Vigilant Sword 	 	20 	13	80 	0 	1-2 	2250	None
===Regal Swords===
Can only be equipped by Lords.
Name 	Rank	Uses	Mt	Acc	Crit	Range	Cost	Notes
Rapier 	E 	50 	4 	95 	0 	1 	600 	None
Earth Blade 	E 	45 	3 	90 	0 	1 	750 	Effective against mounted units
Mythic Rapier 	D 	40 	6 	90 	5 	1 	1100	None
Fire Blade 	D 	35 	5 	85 	5 	1 	1250	Effective against flying units
Noble Rapier 	C 	30 	9 	85 	5 	1 	1500	None
Ice Blade 	C 	25 	8 	80 	5 	1 	1675	Effective against dragons
Treasured Rapier 	B 	20 	12	80 	5 	1 	1800	None
Storm Blade 	B 	20 	11	75 	0 	1 	1975	Effective against armoured units
Blade of the Emblem	A 	45 	15	75 	5 	1 	 	None
Lyn's Blade 	A 	15 	13	75 	25 	1 	2250	Inspired by a past Fire Emblem character
==Axes==
Axes count as Rock in the weapon triangle.
Name 	Rank	Uses	Mt	Acc	Crit	Range	Cost	Notes
Bronze Axe 	E 	50 	5 	80 	0 	1 	500 	None
Training Axe 	E 	50 	3 	80 	0 	1 	400 	Gains weapon experience more quickly
Glass Axe 	E 	5 	13	80 	0 	1 	600 	None
Iron Axe 	D 	40 	7 	75 	5 	1 	900 	None
Halberd 	D 	30 	7 	75 	0 	1 	 	Effective against mounted units
Hammer 	D 	35 	7 	65 	5 	1 	975 	Effective against armoured units.
Hand Axe 	D 	25 	7 	65 	0 	1-2 	1000	None
Bone Axe 	D 	40 	9 	60 	0 	1 	950 	None
Steel Axe 	C 	35 	10	70 	5 	1 	1325	None
Battle Axe 	C 	35 	11	60 	10 	1 	1425	None
Raider Axe 	C 	30 	11	55 	0 	1 	1450	If the wielder initiates battle, lowers Strength by 4 for one turn upon dealing damage.
Killer Axe 	C 	30 	9 	55 	30 	1 	1475	None
Brave Axe 	C 	30 	10	60 	5 	1 	1450	Higher Double Attack threshold (+5 effective speed)
Haunted Axe 	C 	30 	16	50 	0 	1 	1425	None
Silver Axe 	B 	30 	13	65 	5 	1 	1575	None
Bolt Axe 	B 	25 	14	60 	0 	1-2 	1625	Damage takes the attacker's Magic stat into account
Tomahawk 	B 	25 	13	55 	5 	1-2 	1650	None
Superior Axe 	B 	25 	13	55 	10 	1 	1750	More powerful if the target has an axe equipped.
Berserker Axe 	B 	25 	13	90 	5 	1 	 	While equipped, the wielder takes a little damage at the start of each turn
Heroic Axe 	B 	30 	13	55 	10 	1 	1725	Deals more damage with critical hits
Great Axe 	B 	25 	15	60 	0 	1 	1650	None
Volant Axe 	B 	10 	12	55 	0 	1-2 	1775	Effective against flying enemies
Crystal Axe 	A 	25 	16	60 	5 	1 	1800	None
Amaranthine Axe	A 	30 	12	60 	0 	1 	1900	Lands two consecutive hits, the second dealing half as much damage as the first
Hector's Axe 	A 	15 	15	65 	15 	1 	2000	Inspired by a past Fire Emblem character.
Hauteclere 	A 	15 	18	65 	5 	1 	 	None
Axe of Misrule 	 	10 	15	70 	0 	1-2 	2250	None
==Lances==
Lances count as Scissors in the weapon triangle.
Name 	Rank	Uses	Mt	Acc	Crit	Range	Cost	Notes
Bronze Lance 	E 	50 	4 	90 	0 	1 	500 	None
Training Lance 	E 	50 	2 	90 	0 	1 	400 	Gains weapon experience more quickly
Glass Lance 	E 	50 	12	90 	0 	1 	600 	None
Iron Lance 	D 	40 	6 	85 	5 	1 	900 	None
Javelin 	D 	25 	6 	75 	0 	1-2 	1000	None
Heavy Lance 	D 	35 	5 	85 	10 	1 	 	Effective against armoured units
Saunion 	D 	45 	5 	80 	10 	2 	1000	None
Beast Killer 	D 	25 	6 	80 	5 	1 	975 	Effective against mounted units
Raider Lance 	D 	30 	7 	75 	5 	1 	1000	If the wielder initiates battle, lowers Defence by 4 for one turn upon dealing damage.
Bright Lance 	D 	40 	6 	90 	0 	1 	950 	+2 Defence to enemies and allies within a 2 tile range.
Steel Lance 	C 	35 	9 	80 	5 	1 	1325	None
Killer Lance 	C 	30 	8 	65 	30 	1 	1475	None
Short Spear 	C 	25 	9 	70 	5 	1-2 	1400	None
Heroic Lance 	C 	30 	9 	85 	5 	1 	1425	Deals more damage with critical hits
Brave Lance 	C 	30 	9 	70 	5 	1 	1450	Higher Double Attack threshold (+5 effective speed)
Haunted Lance 	C 	30 	14	60 	5 	1 	1425	None
Silver Lance 	B 	30 	12	75 	5 	1 	1575	None
Dragon Pike 	B 	15 	12	80 	0 	1 	 	Effective against dragons
Spear 	B 	25 	12	65 	5 	1-2 	1650	None
Great Lance 	B 	25 	14	70 	0 	1 	1650	None
Superior Lance 	B 	25 	12	65 	10 	1 	1750	More powerful if the target has a lance equipped.
Shockstick 	B 	25 	12	70 	5 	1-2 	1625	Damage takes the attacker's Magic stat into account
Crystal Lance 	A 	25 	15	70 	5 	1 	1800	None
Amaranthine Lance	A 	30 	11	70 	0 	1 	1900	Lands two consecutive hits, the second dealing half as much damage as the first
Ephraim's Lance 	A 	20 	14	80 	10 	1 	2000	Inspired by a past Fire Emblem character.
Gradivus 	A 	15 	16	80 	5 	1 	 	None
Winged Lance 	 	15 	14	75 	0 	1-2 	2250	None
==Bows==
Bows bypass the weapon triangle.
Name 	Rank	Uses	Mt	Acc	Crit	Range	Cost	Notes
Bronze Bow 	E 	50 	2 	100	0 	2 	520 	Effective against flying enemies.
Training Bow 	E 	50 	1 	90 	0 	2 	420 	Effective against flying enemies, gains weapon experience more
Shortbow 	E 	50 	2 	80 	0 	1-2 	550 	Effective against flying enemies.
Glass Bow 	E 	5 	12	100	0 	2 	600 	Effective against flying enemies.
Heroic Bow 	E 	55 	1 	95 	5 	1 	580 	Effective against flying enemies, deals more damage with critical hits.
Iron Bow 	D 	40 	4 	95 	5 	2 	925 	Effective against flying enemies.
Hunter's Bow 	D 	25 	4 	90 	5 	2 	1000	Effective against flying and mounted units
Longbow 	D 	40 	3 	90 	0 	2-3 	1000	Effective against flying enemies.
Bright Bow 	D 	40 	4 	100	0 	1 	 	Effective against flying enemies, +2 Resistance to enemies and allies within a 2 tile range.
Raider Bow 	D 	35 	6 	65 	5 	2 	1000	Effective against flying enemies, if the wielder initiates battle, lowers Skill by 4 for one turn upon dealing damage.
Thief's Bow 	D 	40 	3 	90 	5 	2 	975 	Gains a little gold with every hit this weapon lands
Steel Bow 	C 	35 	7 	90 	5 	2 	1350	Effective against flying enemies.
Brave Bow 	C 	30 	8 	70 	5 	2 	1475	Effective against flying enemies, higher Double Attack threshold (+5 effective speed).
Assassin's Bow 	C 	25 	6 	90 	0 	2 	1520	Can always counter enemy attacks, even if the enemy is out of this unit's range, effective against flying enemies.
Killer Bow 	C 	30 	6 	75 	30 	2 	1500	Effective against flying enemies.
Stormbow 	C 	35 	9 	75 	0 	2-3 	1450	Damage takes the attacker's Magic stat into account, effective against flying enemies
Silver Bow 	B 	30 	10	85 	5 	2 	1600	Effective against flying enemies.
Surefire Bow 	B 	25 	10	110	0 	2 	1700	Effective against flying enemies.
Spy's Bow 	B 	20 	10	85 	0 	3 	1675	Effective against flying enemies.
Superior Bow 	B 	25 	10	75 	10 	2 	1800	Effective against flying enemies, more powerful if the target has a bow equipped.
Master Bow 	B 	20 	8 	90 	5 	2 	 	Lands two consecutive hits, the second dealing half as much damage as the first, effective against flying enemies
Double Bow 	B 	25 	11	70 	10 	2-3 	1825	Effective against flying enemies.
Crystal Bow 	A 	25 	13	80 	5 	2 	1875	Effective against flying enemies
Amaranthine Bow	A 	30 	9 	80 	0 	2 	1925	Lands two consecutive hits, the second dealing half as much damage as the first, effective against flying enemies
Wolt's Bow 	A 	20 	13	80 	5 	2 	2100	While equipped, the unit regenerates a little HP to the start of each turn, effective against flying enemies, inspired by a past Fire Emblem character.
Mulagir 	A 	15 	12	100	10 	2 	 	Effective against flying enemies.
Crescent Bow 	 	25 	12	75 	0 	1-2 	2300	Effective against flying enemies.
==Daggers==
Daggers bypass the weapon triangle.
It's worth noting that all daggers will reduce an enemy's stats after landing a successful hit. These effects do not stack, and go away at the end of the turn. The stats that are reduced are shown in brackets in the Notes section.
Name 	Rank	Uses	Mt	Acc	Crit	Range	Cost	Notes
Bronze Dagger 	E 	45 	1 	100	0 	1-2 	600 	[-1 Spd/Skl]
Glass Dagger 	E 	5 	8 	100	0 	1-2 	700 	[-3 Spd/Skl]
Iron Dagger 	D 	35 	3 	95 	5 	1-2 	1025	[-1 Str/Def/Mgc]
Raider Knife 	D 	30 	3 	80 	5 	1-2 	 	If the wielder initiates battle, lowers Luck by 4 for one turn upon dealing damage.[-1 Def/Res/Lck]
Thief's Dagger 	D 	35 	3 	85 	5 	1-2 	1100	Gains a little gold with every hit this weapon lands.[-1 Def/Res/Spd]
Heroic Knife 	D 	35 	2 	95 	0 	1-2 	1100	Deals more damage with critical hits[-1 Str/Mgc/Lck]
Spirit Knife 	D 	25 	3 	90 	0 	1-2 	1125	While equipped, the unit regenerates a little HP at the start of each turn.[-1 Spd/Skl/Lck]
Hunter's Knife 	D 	25 	7 	75 	0 	1-2 	1150	Effective against mounted units.[-1 Lck/Def/Res]
Stinging Dagger 	D 	25 	7 	75 	0 	1-2 	1150	Effective against armoured units.[-1 Skl/Def/Res]
Steel Dagger 	C 	30 	6 	90 	5 	1-2 	1500	[-2 Str/Def/Spd]
Thunder Dagger 	C 	35 	8 	90 	0 	1-2 	1625	Damage takes the attacker's Magic stat into account.[-2 Mgc/Res/Spd]
Ancient Dagger 	C 	30 	5 	95 	5 	1 	1575	[-3 Str/Def/Mgc/Res]
Killer Dagger 	C 	25 	5 	75 	30 	1-2 	1600	[-2 Str/Mgc/Skl]
Brave Dagger 	C 	25 	6 	80 	5 	1-2 	1575	Higher Double Attack threshold (+5 effective speed).[-2 Str/Mgc/Spd]
Marksman's Knife 	C 	15 	4 	90 	0 	1-3 	1600	[-2 Str/Mgc/Lck]
Soldier's Knife 	C 	30 	4 	90 	0 	1-2 	1650	Lands two consecutive hits, the second dealing half as much damage as the first.[-2 Def/Res/Spd]
Silver Dagger 	B 	25 	9 	85 	5 	1-2 	1900	[-3 Spd/Def/Res]
Spy's Dagger 	B 	15 	7 	85 	0 	2-3 	1950	[-3 Spd/Str/Mgc]
Superior Dagger 	B 	25 	9 	75 	10 	1-2 	2000	More powerful if the target has a dagger equipped.[-3 Def/Res/Lck]
Surestrike Dagger 	B 	15 	9 	100	5 	1-2 	2025	[-3 Def/Res/Skl]
Sacrificial Knife 	B 	20 	9 	85 	5 	1-2 	 	While equipped, the unit takes a little damage at the start of each turn.[-5 Def/Res/Spd/Skl]
Crystal Dagger 	A 	20 	12	80 	5 	1-2 	2125	[-5 Def/Res]
Amaranthine Dagger	A 	30 	8 	80 	0 	1-2 	2200	Lands two consecutive hits, the second dealing half as much damage as the first.[-5 Str/Mgc]
Whispering Dagger 	 	20 	11	90 	0 	1-2 	2400	Gives either the wielder and their enemy a higher Double Attack threshold (+5 effective speed), depending on who initiated battle.[-2 Str/Def/Mgc/Res/Spd/Skl/Lck]
==Tomes==
Tomes have differing places in the weapon triangle - Anima Magic is Scissors, Dark Magic is Rock and Light Magic is Paper.
===Anima Magic===
Name 	Rank	Uses	Mt	Acc	Crit	Range	Cost	Notes
Thunder 	E 	45 	3 	80 	5 	1-2 	575 	None
Elthunder 	D 	40 	5 	75 	5 	1-2 	1000	None
Bolting 	D 	30 	5 	75 	0 	1-3 	 	None
Speed Thunder 	D 	45 	4 	90 	0 	1-2 	1125	+2 Speed to enemies and allies within a 2 tile range.
Arcthunder 	C 	35 	8 	70 	5 	1-2 	1425	None
Superior Jolt 	C 	20 	8 	60 	10 	1-2 	1550	More powerful if the target has a tome equipped.
Haunted Storm 	C 	25 	10	55 	15 	1-2 	1500	None
Thoron 	B 	30 	11	65 	5 	1-2 	1750	None
Rexbolt 	B 	15 	12	70 	10 	1-2 	1800	None
Dire Thunder 	B 	50 	5 	70 	0 	1-2 	 	Higher Double Attack threshold (+5 effective speed).
Mjolnir 	A 	25 	13	60 	5 	1-2 	2000	None
Katarina's Bolt	A 	10 	11	75 	30 	1-2 	2100	Inspired by a past Fire Emblem character.
Wind 	E 	45 	1 	100	0 	1-2 	575 	Effective against flying enemies.
Elwind 	D 	40 	3 	95 	0 	1-2 	1000	Effective against flying enemies.
Blizzard 	D 	35 	3 	75 	0 	1-3 	1100	Effective against flying enemies.
Wilderwind 	D 	35 	2 	75 	30 	1-2 	1125	Effective against flying enemies.
Arcwind 	C 	35 	6 	90 	0 	1-2 	1425	Effective against flying enemies.
Vortex 	C 	45 	6 	95 	0 	2 	 	Effective against flying enemies.
Tornado 	C 	25 	10	80 	0 	1-2 	1520	Effective against flying enemies.
Snowstorm 	C 	25 	5 	75 	10 	1-2 	1500	Effective against flying enemies, deals more damage with critical hits.
Fimbulvetr 	B 	30 	9 	85 	0 	1-2 	1750	Effective against flying enemies.
Forseti 	A 	25 	11	80 	0 	1-2 	2000	Effective against flying enemies.
Excalibur 	A 	15 	10	80 	20 	1-2 	 	Effective against flying enemies.
Celica's Gale 	A 	20 	12	80 	0 	1-2 	2100	Effective against flying enemies, higher Double Attack threshold (+5 effective speed), inspired by a past Fire Emblem character.
Fire 	E 	45 	2 	90 	5 	1-2 	575 	None
Ember 	E 	35 	1 	100	0 	1-2 	425 	Gains weapon experience more quickly
Dying Blaze 	E 	5 	10	90 	0 	1-2 	650 	None
Elfire 	D 	40 	4 	85 	5 	1-2 	1000	None
Arcfire 	C 	35 	7 	80 	5 	1-2 	1425	None
Hellfire 	C 	25 	6 	100	0 	1-2 	 	None
Meteor 	C 	25 	8 	65 	0 	1-3 	1520	None
Bolganone 	B 	30 	10	75 	5 	1-2 	1750	None
Rexflame 	B 	15 	11	85 	5 	1-2 	1800	None
Valflame 	A 	25 	12	70 	5 	1-2 	2000	None
Ragnarok 	A 	15 	11	80 	0 	1-2 	 	If the wielder initiates battle, lowers Magic by 4 for one turn upon dealing damage.
Micaiah's Pyre 	A 	15 	13	80 	5 	1-2 	2100	Inspired by a past Fire Emblem character.
Scintillance 	 	15 	11	95 	15 	1-2 	2400	Gives either the wielder and their enemy a higher Double Attack threshold (+5 effective speed), depending on who initiated battle.
===Dark Magic===
Name 	Rank	Uses	Mt	Acc	Crit	Range	Cost	Notes
Mire 	E 	40 	1 	85 	5 	1-3 	600 	None
Elmire 	D 	35 	3 	80 	5 	1-3 	1025	None
Toxify 	D 	25 	3 	75 	5 	1-3 	1150	Deals more damage with critical hits.
Poison 	D 	30 	3 	90 	0 	1-3 	1125	None
Arcmire 	C 	30 	6 	75 	5 	1-3 	1500	None
Earthquake 	C 	10 	6 	100	0 	1-3 	1650	None
Waste 	C 	30 	6 	60 	0 	1-3 	 	Higher Double Attack threshold (+5 effective speed)
Eclipse 	B 	25 	9 	70 	5 	1-3 	1900	None
Gespent 	A 	20 	12	65 	5 	1-3 	2125	None
Oculus 	A 	20 	12	75 	0 	1-3 	 	None
Flux 	E 	40 	2 	75 	15 	1-2 	600 	None
Elflux 	D 	35 	4 	70 	15 	1-2 	1025	None
Carreau 	D 	25 	3 	100	5 	1-2 	1100	None
Sagittae 	D 	20 	4 	70 	5 	1-2 	1150	More powerful if the target has a tome equipped.
Arcflux 	C 	30 	7 	65 	15 	1-2 	1500	None
Ruin 	C 	15 	4 	60 	50 	1-2 	1680	None
Dulam 	C 	40 	6 	60 	15 	1-2 	 	None
Imhullu 	B 	25 	10	60 	15 	1-2 	1900	None
Naglfar 	A 	20 	13	55 	15 	1-2 	2125	None
Miasma 	A 	10 	10	65 	15 	1-3 	 	None
Nosferatu 	E 	40 	3 	65 	5 	1-2 	600 	After attacking, the user is healed by an amount equal to half the damage they dealt.
Resile 	E 	40 	1 	65 	5 	1-2 	450 	After attacking, the user is healed by an amount equal to half the damage they dealt, gains weapon experience more quickly
Elnosferatu 	D 	35 	5 	60 	5 	1-2 	1025	After attacking, the user is healed by an amount equal to half the damage they dealt.
Glower 	D 	35 	5 	90 	0 	1-2 	1125	After attacking, the user is healed by an amount equal to one quarter of the damage they dealt.
Arcnosferatu	C 	30 	8 	55 	5 	1-2 	1500	After attacking, the user is healed by an amount equal to half the damage they dealt.
Verrine 	C 	25 	12	50 	0 	1-2 	1650	After attacking, the user is healed by an amount equal to one quarter of the damage dealt.
Shadowshot 	C 	10 	8 	60 	5 	1-3 	 	After attacking, the user is healed by an amount equal to half the damage they dealt
Goetia 	B 	25 	11	50 	5 	1-2 	1900	After attacking, the user is healed by an amount equal to half the damage they dealt.
Balberith 	A 	20 	13	50 	5 	1-2 	2125	After attacking, the user is healed by an amount equal to half the damage they dealt.
Apocalypse 	A 	15 	12	50 	0 	1-2 	 	After attacking, the user is healed by an amount equal to three quarters of the damager they dealt
===Light Magic===
Name 	Rank	Uses	Mt	Acc	Crit	Range	Cost	Notes
Light 	E 	40 	1 	110	0 	1-2 	575 	None
Guide 	E 	40 	0 	100	0 	1-2 	425 	Gains weapon experience more quickly
Ellight 	D 	35 	3 	100	5 	1-2 	1000	None
Shine 	D 	35 	5 	100	10 	1 	1050	None
Daylight 	D 	30 	1 	100	0 	1-2 	1100	Higher Double Attack threshold (+5 effective speed)
Arclight 	C 	25 	6 	95 	5 	1-2 	1425	None
Divine 	C 	25 	8 	85 	5 	1-2 	1475	+2 Skill to enemies and allies within a 2 tile range.
Purge 	C 	5 	10	80 	0 	1-3 	1520	None
Seraphim 	C 	20 	7 	90 	0 	1-2 	1550	If the wielder initiates battle, lowers Resistance by 4 for one turn upon dealing damage.
Aura 	B 	20 	9 	90 	5 	1-2 	1750	None
Luce 	B 	25 	5 	80 	30 	1-2 	1800	None
Rexaura 	B 	15 	8 	110	0 	1-2 	1800	None
Aureola 	A 	15 	12	85 	5 	1-2 	2000	None
Valaura 	A 	15 	9 	95 	5 	1-2 	2100	Critical hits deal more damage
Tenebrosity	A 	50 	13	100	0 	1-3 	 	None
==Stones==
Stones bypass the weapon triangle. Without some sort of Stone in their inventory, a Manakete is unable to fight in dragon form, which reduces their stats considerably.
Name 	Rank	Uses	Mt	Acc	Crit	Range	Cost	Notes
Dragonstone 	E 	50 	3 	95 	0 	1-2 	600 	Lets a Manakete fight in dragon form
Sealed Stone 	E 	50 	3 	95 	0 	1-2 	450 	Lets a Manakete fight in a weaker form, gains weapon experience more quickly
High Dragonstone 	D 	40 	5 	90 	0 	1-2 	1100	Lets a Manakete fight in dragon form
Ancient Dragonstone 	D 	30 	5 	80 	0 	1-3 	1250	Lets a Manakete fight in dragon form
Divine Dragonstone 	C 	30 	8 	85 	0 	1-2 	1625	Lets a Manakete fight in dragon form
Dragonstone+ 	C 	35 	6 	80 	0 	1-2 	1800	Lets a Manakete assume a more powerful form
Dragon Jewel 	C 	30 	8 	80 	5 	1-2 	 	Lets a Manakete fight in dragon form
Exalted Dragonstone 	B 	25 	11	85 	0 	1-2 	1900	Lets a Manakete fight in dragon form
Forbidden Dragonstone 	A 	20 	14	80 	0 	1-2 	2200	Lets a Manakete fight in dragon form
Amaranthine Dragonstone	A 	25 	10	80 	0 	1-2 	2250	Lands two consecutive hits, the second dealing half as much damage as the first, lets a Manakete fight in dragon form
Perfect Jewel 	A 	10 	13	75 	30 	1-2 	 	Lets a Manakete fight in dragon form
==Summon Weapons==
Each type of summon (land, water and air) may have either a physical weapon or a magical weapon of their weapon rank when they are summoned. If summoned by a promoted unit, however, they may wield both a physical and magic weapon. The weapon rank of the summon depends on the summoner's level.
The weapons of land summons count as Rock. The weapons of water summons count as Paper. The weapons of air summons count as Scissors.
Name 	Type 	Rank	Uses	Mt	Acc	Crit	Range	Notes
Weak Claws 	Land 	E 	25 	3 	100	0 	1 	None
Claws 	Land 	D 	25 	5 	95 	0 	1 	None
Great Claws 	Land 	C 	25 	8 	90 	0 	1 	None
Supreme Claws	Land 	B 	25 	11	85 	0 	1 	None
Fabled Claws 	Land 	A 	25 	14	80 	0 	1 	None
Weak Earth 	Land 	E 	20 	3 	80 	0 	1-2 	None
Earth 	Land 	D 	20 	5 	75 	0 	1-2 	None
Great Earth 	Land 	C 	20 	8 	70 	0 	1-2 	None
Supreme Earth	Land 	B 	20 	11	65 	0 	1-2 	None
Fabled Earth 	Land 	A 	20 	14	60 	0 	1-2 	None
Weak Fangs 	Water	E 	25 	5 	80 	0 	1 	None
Fangs 	Water	D 	25 	7 	75 	0 	1 	None
Great Fangs 	Water	C 	25 	10	70 	0 	1 	None
Supreme Fangs	Water	B 	25 	13	65 	0 	1 	None
Fabled Fangs 	Water	A 	25 	16	60 	0 	1 	None
Weak Sea 	Water	E 	20 	1 	100	0 	1-2 	None
Sea 	Water	D 	20 	3 	95 	0 	1-2 	None
Great Sea 	Water	C 	20 	6 	90 	0 	1-2 	None
Supreme Sea 	Water	B 	20 	9 	85 	0 	1-2 	None
Fabled Sea 	Water	A 	20 	12	80 	0 	1-2 	None
Weak Wings 	Air 	E 	25 	4 	90 	0 	1 	None
Wings 	Air 	D 	25 	6 	85 	0 	1 	None
Great Wings 	Air 	C 	25 	9 	80 	0 	1 	None
Supreme Wings	Air 	B 	25 	12	75 	0 	1 	None
Fabled Wings 	Air 	A 	25 	15	70 	0 	1 	None
Weak Sky 	Air 	E 	20 	2 	90 	0 	1-2 	None
Sky 	Air 	D 	20 	4 	85 	0 	1-2 	None
Great Sky 	Air 	C 	20 	7 	80 	0 	1-2 	None
Supreme Sky 	Air 	B 	20 	10	75 	0 	1-2 	None
Fabled Sky 	Air 	A 	20 	13	70 	0 	1-2 	None
==Staffs==
The amount of health restored is equal to the item's Heal value plus the unit's Magic stat. The EXP value shows the base value of experience that is gained from using the respective staff (said value will differ depending on the wielder's level).
Name 	Rank	Uses	Heal	EXP	Range	Cost	Notes
Heal 	E 	30 	5 	25 	1 	500 	None
Rescue 	E 	5 	N/A 	40 	1-7 	575 	Brings an ally in range over to the user
Freeze 	E 	10 	N/A 	30 	1-7 	550 	Halves an enemy's Movement for 1 turn
Mend 	D 	25 	10 	30 	1 	875 	None
Cure 	D 	30 	N/A 	20 	1 	950 	Target regenerates a little HP at the start of each turn for 5 turns
Soothe 	D 	20 	5 	40 	1 	900 	Targets all allies in range
Empower 	D 	20 	N/A 	25 	1 	975 	Raises Strength by 5 for 5 turns
Enchant 	D 	20 	N/A 	25 	1 	975 	Raises Magic by 5 for 5 turns
Enhance 	D 	20 	N/A 	25 	1 	975 	Raises Speed by 5 for 5 turns
Restore 	C 	20 	15 	35 	1 	1250	None
Physic 	C 	10 	5 	35 	1-7 	1325	None
Guard 	C 	20 	N/A 	30 	1 	1425	Raises Defence by 5 for 5 turns
Ward 	C 	20 	N/A 	30 	1 	1425	Raises Resistance by 5 for 5 turns
Improve 	C 	20 	N/A 	30 	1 	1425	Raises Skill by 5 for 5 turns
Enfeeble 	C 	15 	N/A 	35 	1-7 	1430	Reduces an enemy's Strength, Defence, Magic, Resistance, Speed, Skill and Luck by 4 each for 1 turn
Replenish	B 	5 	10 	40 	1-7 	1575	None
Recover 	B 	15 	 	40 	1 	1500	None
Imbue 	B 	20 	N/A 	35 	1 	1650	Raises Luck by 10 for 5 turns
Repair 	B 	5 	N/A 	50 	1 	1650	Restores some uses for all weapons that the target has equipped
Phoenix 	B 	10 	N/A 	60 	1 	1625	If the target gets defeated within the next five turns, they will be
Fortify 	A 	5 	5 	70 	1-7 	1800	Targets all allies in range.
Teleport 	A 	5 	N/A 	70 	1 	1800	Brings an ally in range over to another ally within a ten tile radius
Blessing 	 	5 	5 	100	N/A 	2100	Targets all allied units, including the user
==Disposable Items==
Name 	Use 	Cost
Vulnerary 	Restores 10 HP. 	
Concoction 	Restores 20 HP. 	
Elixir 	Fully restores HP. 	
Master Seal 	Use on a Level 10+ unit to promote them. 	2500
Second Seal 	Use on any unit to reclass them. 	2500
Eternal Seal 	Use on a unit at the level cap to increase their level cap by 5.	10000
Bullion 	No use, can be sold for at the shop. 	N/A
Silver Key 	Used to unlock doors. 	400
Golden Key 	Used to unlock treasure chests. 	800
Master Key 	Used to unlock doors and treasure chests. 	1200
Life Tonic 	Raises Max HP by 5 for one battle. 	300
Strength Tonic 	Raises Strength by 2 for one battle. 	300
Magic Tonic 	Raises Magic by 2 for one battle. 	300
Defence Tonic 	Raises Defence by 2 for one battle. 	300
Resistance Tonic	Raises Resistance by 2 for one battle. 	300
Speed Tonic 	Raises Speed by 2 for one battle. 	300
Skill Tonic 	Raises Skill by 2 for one battle. 	300
Luck Tonic 	Raises Luck by 2 for one battle. 	300
Movement Tonic 	by 1 for one battle. 	300
Seraph Robe 	Permanently raises Max HP by 5. 	2000
Energy Drop 	Permanently raises Strength by 2. 	2000
Spirit Dust 	Permanently raises Magic by 2. 	2000
Secret Book 	Permanently raises Skill by 2. 	2000
Goddess Icon 	Permanently raises Luck by 2. 	2000
Dracoshield 	Permanently raises Defence by 2. 	2000
Talisman 	Permanently raises Resistance by 2. 	2000
Speedwing 	Permanently raises Speed by 2. 	2000
Boots 	Permanently by 1. 	2000
Perfect Medicine	Permanently raises all stats except HP and Movement by 2. 	
Arms Scroll 	Boosts weapon experience for all equippable weapon types. 	2500
Griffon Feather 	Allows any unit to reclass into a Griffon Knight. 	
Dread Scroll 	Allows any male unit to reclass into a Dread Fighter. 	
Wedding Bouquet 	Allows any female unit to reclass into a Bride. 	
Category:Fire Emblem (series)