Weapon (Dagger)



Name Mt Rng SP Effect Prerequisite
Iron Dagger 3 2 50 If unit attacks during combat, inflicts Def and Res −3 to opponent after combat through its next action.
Steel Dagger 5 2 100 If unit attacks during combat, inflicts Def and Res −3 to opponent after combat through its next action. Iron Dagger
Silver Dagger 7 2 200 If unit attacks during combat, inflicts Def and Res −5 to opponent after combat through its next action. Steel Dagger
Silver Dagger+ 10 2 300 If unit attacks during combat, inflicts Def and Res −7 to opponent after combat through its next action. Silver Dagger
Smoke Dagger 6 2 200 If unit attacks during combat, inflicts Def and Res −4 to foes within 2 spaces of opponent after combat through their next actions. Steel Dagger
Smoke Dagger+ 9 2 300 If unit attacks during combat, inflicts Def and Res −6 to foes within 2 spaces of opponent after combat through their next actions. Smoke Dagger
Poison Dagger 2 2 200 Effective against infantry units. If unit attacks during combat and opponent is an infantry unit, inflicts Def and Res −4 to opponent after combat through its next action. Steel Dagger
Poison Dagger+ 5 2 300 Effective against infantry units. If unit attacks during combat and opponent is an infantry unit, inflicts Def and Res −6 to opponent after combat through its next action. Poison Dagger
Rogue Dagger 4 2 200 If unit attacks during combat, inflicts Def and Res −3 to opponent after combat through its next action and grants unit Def and Res +3 after combat until the start of the next turn. Steel Dagger
Rogue Dagger+ 7 2 300 If unit attacks during combat, inflicts Def and Res −5 to opponent after combat through its next action and grants unit Def and Res +5 after combat until the start of the next turn. Rogue Dagger
Seashell 7 2 200 If unit attacks during combat, inflicts Def and Res −5 to opponent after combat through its next action. 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 Dagger
Seashell+ 10 2 300 If unit attacks during combat, inflicts Def and Res −7 to opponent after combat through its next action. 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. Seashell
Dancer’s Fan 7 2 200 If unit initiates combat, adjacent allies recover 7 HP after combat. If unit attacks during combat, inflicts Def and Res −5 to opponent after combat through its next action. Steel Dagger
Dancer’s Fan+ 10 2 300 If unit initiates combat, adjacent allies recover 7 HP after combat. If unit attacks during combat, inflicts Def and Res −7 to opponent after combat through its next action. Dancer’s Fan
Kitty Paddle 5 2 200 Effective against tome units. If unit attacks during combat and opponent is a tome unit, inflicts Def and Res −5 to opponent after combat through its next action. Steel Dagger
Kitty Paddle+ 8 2 300 Effective against tome units. If unit attacks during combat and opponent is a tome unit, inflicts Def and Res −7 to opponent after combat through its next action. Kitty Paddle
Deathly Dagger 11 2 400 If unit attacks during combat, inflicts Def and Res −7 to opponent after combat through its next action. If unit initiates combat, opponent takes 7 damage after combat.
[Jaffar: Angel of Death only.]
Cannot be inherited