Weapon (Axe)



Name Mt Rng SP Effect Prerequisite
Iron Axe 6 1 50
Steel Axe 8 1 100 Iron Axe
Silver Axe 11 1 200 Steel Axe
Silver Axe+ 15 1 300 Silver Axe
Brave Axe 5 1 200 Spd −5. If unit initiates combat, unit’s attacks each hit twice consecutively. Steel Axe
Brave Axe+ 8 1 300 Spd −5. If unit initiates combat, unit’s attacks each hit twice consecutively. Brave Axe
Killer Axe 7 1 200 Unit’s maximum special skill cooldown −1. Steel Axe
Killer Axe+ 11 1 300 Unit’s maximum special skill cooldown −1. Killer Axe
Slaying Axe 10 1 200 Unit’s maximum special skill cooldown −1. Steel Axe
Slaying Axe+ 14 1 300 Unit’s maximum special skill cooldown −1. Slaying Axe
Hammer 8 1 200 Effective against armored units. Steel Axe
Hammer+ 12 1 300 Effective against armored units. Hammer
Slaying Hammer 10 1 200 Effective against armored units. Steel Axe
Slaying Hammer+ 14 1 300 Effective against armored units. Slaying Hammer
Emerald Axe 8 1 200 Weapon triangle modifier +20% during combat. If unit or opponent is using a similar skill, only the highest value is applied. Steel Axe
Emerald Axe+ 12 1 300 Weapon triangle modifier +20% during combat. If unit or opponent is using a similar skill, only the highest value is applied. Emerald Axe
Legion’s Axe 10 1 200 If unit attacks during combat, inflicts Panic on opponent after combat through its next action. Steel Axe
Legion’s Axe+ 14 1 300 If unit attacks during combat, inflicts Panic on opponent after combat through its next action. Legion’s Axe
Carrot Axe 9 1 200 If unit initiates combat, unit recovers 4 HP after combat. Steel Axe
Carrot Axe+ 13 1 300 If unit initiates combat, unit recovers 4 HP after combat. Carrot Axe
Melon Crusher 10 1 200 If unit’s HP is 100% at the start of combat, Atk, Spd, Def, and Res +2 during combat. If unit’s HP is 100% at the start of combat and unit attacks during combat, unit takes 2 damage after combat. Steel Axe
Melon Crusher+ 14 1 300 If unit’s HP is 100% at the start of combat, Atk, Spd, Def, and Res +2 during combat. If unit’s HP is 100% at the start of combat and unit attacks during combat, unit takes 2 damage after combat. Melon Crusher
Lilith Floatie 10 1 200 Grants allies within 2 spaces Atk and Spd +1 during combat. Steel Axe
Lilith Floatie+ 14 1 300 Grants allies within 2 spaces Atk and Spd +1 during combat. Lilith Floatie
Nóatún 16 1 400 If unit’s HP ≤ 40%, unit may move adjacent to any ally.
[Anna: Commander only.]
Cannot be inherited
Hauteclere 16 1 400 Unit’s maximum special skill cooldown −1.
[Michalis: Ambitious King, Minerva: Red Dragoon only.]
Cannot be inherited
Armads 16 1 400 If opponent initiates combat and unit’s HP ≥ 80%, unit always performs a follow-up attack.
[Hector: General of Ostia only.]
Cannot be inherited
Stout Tomahawk 16 1 400 If opponent initiates combat, unit can counterattack regardless of distance.
[Dorcas: Serene Warrior only.]
Cannot be inherited
Urvan 16 1 400 Unit’s maximum special skill cooldown −1. Damage from opponent’s second attack onward −80%. Resets when unit attacks.
[Ike: Brave Mercenary only.]
Cannot be inherited
Urðr 16 1 400 If Sing or Dance is used, grants Atk, Spd, Def, and Res +3 to target.
[Azura: Lady of Ballads only.]
Cannot be inherited
Sinmara 16 1 400 Def +3. At the start of each turn, inflicts 20 damage to foes within 2 spaces.
[Surtr: Ruler of Flame only. Cannot be obtained.]
Cannot be inherited